Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Albert-han · Jul 04, 2014 at 07:16 AM · multiplayerplayermovingcantsee

Cant see Player moving Multiplayer

Hi guys i've been following this great tutorial on youtube but now i cant seem to get the same result as him.I followed him twice but same error.I cant see my player moving in the other game.Here's my script but i tried looking through it a few times but i cant see any errors.

NetworkScript

 using UnityEngine;
 using System.Collections;
 using System.Collections.Generic;
 
 public class NetworkManager : MonoBehaviour
 {
     public string PlayerName;
     public string MatchName;
     public static NetworkManager Instance;
     public List<Player>PlayerList = new List<Player>();
     public Player MyPlayer;
     public GameObject SpawnPlayer;
     public bool MatchStarted;
     //public List<Transform> SpawnPoints = new List<Transform>();
     public GameObject[] SpawnPoints;
     //public bool MatchLoaded;
     
     // Use this for initialization
     void Start () {
         Instance = this;
         DontDestroyOnLoad(gameObject);
     }
     
     // Update is called once per frame
     void Update () {
         PlayerName = PlayerPrefs.GetString("PlayerName");
         
     }
     
     public void StartServer(string ServerName, int MaxPlayers)
     {
         Network.InitializeSecurity();
         Network.InitializeServer (MaxPlayers, 25565, true);
         MasterServer.RegisterHost("Tut", ServerName, "");
         
         Debug.Log("Started Server");
     }
     void OnPlayerConnected(NetworkPlayer id)
     {
         //networkView.RPC ("Server_PlayerJoined", RPCMode.Server, PlayerName, id);
         //foreach (Player pl in PlayerList)
         //{
             networkView.RPC("Client_PlayerJoined",id,MyPlayer.PlayerName, MyPlayer.OnlinePlayer);
         //}
     }
     
     void OnServerInitialized()
     {
         Server_PlayerJoined (PlayerName, Network.player);
     }
     
     void OnConnectedToServer()
     {
         networkView.RPC ("Server_PlayerJoined", RPCMode.Server, PlayerName, Network.player);
     }
 
     void OnPlayerDisconnected(NetworkPlayer id)
     {
         networkView.RPC ("RemovePlayer", RPCMode.All, id);
         Network.Destroy (GetPlayer (id).Manager.gameObject);
         Network.RemoveRPCs(id);
     }
 
     void OnDisconnectedFromServer(NetworkDisconnection info)
     {
         PlayerList.Clear ();
         Application.LoadLevel (0);
     }
 
     [RPC]
     public void Server_PlayerJoined(string Username,NetworkPlayer id)
     {
         networkView.RPC("Client_PlayerJoined", RPCMode.All,PlayerName, id);
     }
     
     [RPC]
     public void Client_PlayerJoined(string Username,NetworkPlayer id)
     {
         Player temp = new Player();
         temp.PlayerName = Username;
         temp.OnlinePlayer = id;
         PlayerList.Add(temp);
         if (Network.player == id)
         {
             MyPlayer = temp;
             GameObject LastPlayer = Network.Instantiate(SpawnPlayer,Vector3.zero,Quaternion.identity,0) as GameObject;
             temp.Manager = LastPlayer.GetComponent<Character>();
 
         }
     }
 
     [RPC]
     public void RemovePlayer(NetworkPlayer id)
     {
         Player temp = new Player ();
         foreach(Player pl in PlayerList)
         {
             if(pl.OnlinePlayer == id)
             {
                 temp = pl;
             }
         }
         if(temp !=null)
         {
             PlayerList.Remove (temp);
         }
     }
     [RPC]
     public void LoadLevel()
     {
         MatchStarted = true;
         Application.LoadLevel (1);
     }
 
     /*void OnLevelWasLoaded(int level)
     {
         if (MatchStarted == true)
         //SpawnPoints = LevelManager.Ins.SpawnPoints;
     }
     */
 
     public static Player GetPlayer(NetworkPlayer id){
         foreach (Player pl in Instance.PlayerList) 
         {
             if(pl.OnlinePlayer == id)
                 return pl;
         }
         return null;
     }
 
     void OnGUI()
     {
         if  (MatchStarted == true && !MyPlayer.IsAlive)
             {
             if(GUI.Button(new Rect(0,0,50,20),"Spawn"))
             {
             //MyPlayer.Manager.networkView.RPC("Spawn",RPCMode.All);
                 int SpawnIndex = Random.Range(0, LevelManager.Ins.SpawnPoints.Length - 1);
                 MyPlayer.Manager.FirstPerson.localPosition = LevelManager.Ins.SpawnPoints[SpawnIndex].transform.position;
                 MyPlayer.Manager.FirstPerson.localRotation = LevelManager.Ins.SpawnPoints[SpawnIndex].transform.rotation;
                 MyPlayer.Manager.networkView.RPC("Spawn",RPCMode.All);
             }
         }
     }
     
     [System.Serializable]
     public class Player{
     public string PlayerName;
     public NetworkPlayer OnlinePlayer;
     public float Health = 100;
     public Character Manager;
     public bool IsAlive;
     }
 }

CharacterScript:

 using UnityEngine;
 using System.Collections;
 
 public class Character : MonoBehaviour {
     public Transform FirstPerson;
     public Transform ThirdPerson;
     public NetworkManager.Player MyPlayer;
     public Vector3 CurPos;
     public Quaternion CurRot;
 
     // Use this for initialization
     void Start () {
         MyPlayer.Manager = this;
         MyPlayer = NetworkManager.Instance.MyPlayer;
 
 
         FirstPerson.gameObject.SetActive (false);
         ThirdPerson.gameObject.SetActive (false);
         DontDestroyOnLoad (gameObject);
 
     
     }
     
     // Update is called once per frame
     void Update () {
 
         }
     [RPC]
     void Server_TakeDamage (float Damage)
     {
         networkView.RPC ("Client_TakeDamage", RPCMode.Server, Damage);
     }
     [RPC]
     void Client_TakeDamage (float Damage)
     {
         MyPlayer.Health -= Damage;
         Debug.Log (MyPlayer.Health);
 
         if (MyPlayer.Health <= 0) 
         {
             networkView.RPC("Die",RPCMode.All);
             MyPlayer.IsAlive = false;
             MyPlayer.Health = 0;
         }
     }
 
     [RPC]
     void Spawn()
     {
         MyPlayer.Health = 100;
         MyPlayer.IsAlive = true;
         if (networkView.isMine) 
         {
             FirstPerson.gameObject.SetActive (true);
             ThirdPerson.gameObject.SetActive (false);
         }
         else
         {
             FirstPerson.gameObject.SetActive (false);
             ThirdPerson.gameObject.SetActive (true);        
         }
 
     }
         [RPC]
         void Die()
     {
         MyPlayer.IsAlive = false;
         FirstPerson.gameObject.SetActive (false);
         ThirdPerson.gameObject.SetActive (false);
     }
     void OnSerializedNetworkView(BitStream stream, NetworkMessageInfo info)
     {
         if (stream.isWriting)
         {
             CurPos = FirstPerson.position;
             CurRot = FirstPerson.rotation;
             stream.Serialize(ref CurPos);
             stream.Serialize(ref CurRot);
         }
         else
         {
             stream.Serialize(ref CurPos);
             stream.Serialize(ref CurRot);
             ThirdPerson.position = CurPos;
             ThirdPerson.rotation = CurRot;
         }
 }
 }

I hope you guys cant help me as i've been stuck with this problem for a few days but cant find a fix.

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Albert-han · Jul 04, 2014 at 07:19 AM 0
Share

I think the problem is some here

  void OnSerializedNetworkView(BitStream stream, Network$$anonymous$$essageInfo info)
 {
 if (stream.isWriting)
 {
 CurPos = FirstPerson.position;
 CurRot = FirstPerson.rotation;
 stream.Serialize(ref CurPos);
 stream.Serialize(ref CurRot);
 }
 else
 {
 stream.Serialize(ref CurPos);
 stream.Serialize(ref CurRot);
 ThirdPerson.position = CurPos;
 ThirdPerson.rotation = CurRot;
 }
 }

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

21 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Changing to online sceen in multiplayer 0 Answers

UNet Multiple Characters 0 Answers

Multiple player spawnpoints 0 Answers

Entering multiple variables into a function 1 Answer

Handling Controller disconnection? (reassignment, clunkyness, etc.) 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges