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Photon Player resets to 0,0,0
I'm sure I'm missing something trivial, but my player keeps resetting to 0,0,0. I know it's due to my NetChar script, which is meant to sync players accross the network. It seems actualPosition and actualRotation are not being set... Here's the code:
 using UnityEngine;
 using System.Collections;
  
 public class NetChar : Photon.MonoBehaviour
 {
     Vector3 actualPosition = Vector3.zero;
     Quaternion actualRotation = Quaternion.identity;
     Animator anim;
     
     //For initialization.
     void Start () {
         anim = GetComponent<Animator>();
         if(anim == null) {
             Debug.LogError ("Animator is missing on player prefab.");
         }
     }
     
     //Called once every frame.
     void Update () {
         if (photonView.isMine) {
             //Do nothing, our player is already being controlled by our other scripts.
         } else {
             //This player isn't ours, so let's update it.
             transform.position = Vector3.Lerp(transform.position, actualPosition, 0.1f);
             transform.rotation = Quaternion.Lerp(transform.rotation, actualRotation, 0.1f);
             
         }
     }
     public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
     {
         if (stream.isWriting)
         {
             // We own this player: send the others our data
             stream.SendNext(transform.position);
             stream.SendNext(transform.rotation);
             stream.SendNext(anim.GetFloat("Walk"));
             stream.SendNext(anim.GetFloat("Turn"));
             stream.SendNext(anim.GetFloat("Run"));
             stream.SendNext(anim.GetBool("Jump"));
         }
         else
         {
             // Network player, receive data
             actualPosition = (Vector3)stream.ReceiveNext();
             actualRotation = (Quaternion)stream.ReceiveNext();
             anim.SetFloat("Walk", (float)stream.ReceiveNext());
             anim.SetFloat("Turn", (float)stream.ReceiveNext());
             anim.SetFloat("Run", (float)stream.ReceiveNext());
             anim.SetBool("Jump", (bool)stream.ReceiveNext());
         }
     }
 }
Thanks in advance :)
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