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Question by NINJ4Z · May 14, 2014 at 01:08 PM · c#networkingphoton

Photon Networking Spawn player 2

I'm trying to figure out how to check whether player 1 exists already or not, I'm assuming you have to either do this with Player ID or add it to a buffer of some kind. Any help would be appreciated.

 void OnJoinedRoom()
     {
             GameObject play1 = PhotonNetwork.Instantiate(player1, spawnPos, Quaternion.identity, 0);
          
             //GameObject play2 = PhotonNetwork.Instantiate(player2, spawnPos2, Quaternion.identity, 0);
         
     }
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avatar image verenion · Jan 27, 2015 at 02:08 PM 0
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I'm not sure I understand what you are trying to do.

 GameObject play1 = PhotonNetwork.Instantiate(player1, spawnPos, Quaternion.identity, 0);

This will instantiate player 1 to all of the network users currently connected to your room.

What you could do, is create a Game$$anonymous$$anager object that stores all of the players as they join. We need more info than what you have provided really.

avatar image alarm656 · May 28, 2016 at 05:56 PM 0
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public void Spawn () {

     if (PhotonNetwork.is$$anonymous$$asterClient) 
     {
         GameObject NewPlayer = PhotonNetwork.Instantiate ("Player", new Vector3 (-9f, 1f, -1f), Quaternion.identity, 0);
         NewPlayer.transform.position = spawnL.position;
         NewPlayer.transform.rotation = spawnL.rotation;
         NewPlayer.tag = "Player1";
     }
     
     if (!PhotonNetwork.is$$anonymous$$asterClient) 
     {
         GameObject NewPlayer = PhotonNetwork.Instantiate ("Player", new Vector3 (9f, 1f, -1f), Quaternion.identity, 0);
         NewPlayer.transform.position = spawnR.position;
         NewPlayer.transform.rotation = spawnR.rotation;
         NewPlayer.tag = "Player2";
     }
 }


Spawn position works. But my build's player's tag still "Untagged" Editor player's tag correct always.

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