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Question by Mint92 · Apr 24, 2014 at 12:03 PM · instantiatevector3networktranslatetank

Network.Instantiate Spanws player 2 wrong way

 public void spawnPlayer()
     {
         GameObject playerObj  = null;
         NetworkView nView = null;
         
         // note: Network.Instantiate is a buffered call
          if (Network.peerType == NetworkPeerType.Server)
         {
             playerObj = (GameObject)Network.Instantiate(playerPrefab, SpawnPoint1.transform.position, Quaternion.identity, 0);        
             nView = (NetworkView)playerObj.GetComponent("NetworkView");
             Debug.Log("Spawned Player 1");
         }
         else
         {
             playerObj = (GameObject)Network.Instantiate(playerPrefab2, SpawnPoint2.transform.position, Quaternion.identity, 1);    
             Instantiate = new Vector3(-1,0,0);
             nView = (NetworkView)playerObj.GetComponent("NetworkView");
             Debug.Log("Spawned Player 2");            
         }
         
         if (Network.peerType == NetworkPeerType.Server)
         {
             Debug.Log("Server spawning player" + Network.player);
         }
         else
         {
             networkView.RPC("Log", RPCMode.Server, "Client spawning player" + Network.player);
         }
         
         nView.RPC("SetOwner", RPCMode.AllBuffered, Network.player);
         
         playerID++;
         playerCount++;        
     }    



alt text

how do i get the green tank to face the other way?

tank2.png (402.3 kB)
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avatar image KiraSensei · Apr 24, 2014 at 12:03 PM 0
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What do you try to achieve with the line

 Instantiate = new Vector3(-1,0,0);

The problem must be at line 15, when you instantiate the second player (the client), you instantiate it with Quaternion.identity, but you don't want that. This is what controls the rotation.

avatar image Mint92 · Apr 24, 2014 at 12:23 PM 0
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but it needs to spawn at the empty gameobject Spawnpoint

avatar image KiraSensei · Apr 24, 2014 at 12:26 PM 0
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Yes, but what you need to do is create a Spawnpoint1 with the position you already have AND a good rotation, same for Spawnpoint2 but with an opposite rotation.

Then you do :

 if (Network.peerType == NetworkPeerType.Server)
        {
          playerObj = (GameObject)Network.Instantiate(playerPrefab, SpawnPoint1.transform.position, SpawnPoint1.transform.rotation, 0);     
          nView = (NetworkView)playerObj.GetComponent("NetworkView");
          Debug.Log("Spawned Player 1");
        }
        else
        {
          playerObj = (GameObject)Network.Instantiate(playerPrefab2, SpawnPoint2.transform.position, SpawnPoint2.transform.rotation, 1);  
          nView = (NetworkView)playerObj.GetComponent("NetworkView");
          Debug.Log("Spawned Player 2");      
        }
avatar image Mint92 · Apr 24, 2014 at 12:35 PM 0
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when I do it that way, I get an error saying left hand side of an assignment must be a variable, a property or indexer

avatar image KiraSensei · Apr 24, 2014 at 12:41 PM 0
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At what line ?

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Answer by KiraSensei · Apr 25, 2014 at 10:00 PM

So, good new, everything is working now !

There were several problems:

  • you were checking transform.rotation values, but since you rotated the whole prefab, the z value of the turret was stupid (like 10^-8 everytime), so now I changed it to transform.localRotation, that checks only the turret rotation.

  • your player 2 prefab had a problem, there was a different game object attached to it (I can't understand what it was), so I deleted the player 2 and recreated from player1 correctly. By the way, since, player1 and player2 have the same prefab, except for the color, I would suggest you to keep only one prefab with the red material for example, and change the materials for the second one. That way your game will be lighter.

  • You use several obsolete functions (the warnings are poping up a lot in the log window), I would suggest you to use the new functions to avoid future problems.

Here is the link : PROJECT

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Answer by Mint92 · Apr 25, 2014 at 11:09 PM

"So, good new, everything is working now !

There were several problems:

you were checking transform.rotation values, but since you rotated the whole prefab, the z value of the turret was stupid (like 10^-8 everytime), so now I changed it to transform.localRotation, that checks only the turret rotation.

your player 2 prefab had a problem, there was a different game object attached to it (I can't understand what it was), so I deleted the player 2 and recreated from player1 correctly. By the way, since, player1 and player2 have the same prefab, except for the color, I would suggest you to keep only one prefab with the red material for example, and change the materials for the second one. That way your game will be lighter.

You use several obsolete functions (the warnings are poping up a lot in the log window), I would suggest you to use the new functions to avoid future problems"

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