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Question by IBXCODECAT · Feb 07, 2021 at 06:21 PM · scripting problemphotonpun

PUN (Photon Unity Networking) Players Move Other Players

So I started playing around with PUN (Photon Unity Netwroking) and I got the whole multiplayer thing to work with photon views and everything, however a players control input seems to be able to control every other players input as well. However if I run a client check like a PhotonView.IsMine() check in an if statement before running any client movement updates, there is no movement. Is there a specific function callback or public method I could use to check if a client is mine (the client running locally on the current device)?

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Answer by macattackbok · Jul 29, 2021 at 05:50 AM

Have you found out an answer? This has been a problem for about a week for me.

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avatar image IBXCODECAT · Aug 20, 2021 at 01:19 PM 0
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Nope, I kinda gave up on multiplayer to be honest. I might try again though if this gets answered

avatar image Royy212 · Oct 27, 2021 at 12:27 PM 0
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I stumbled onto the same problem yesterday, but I found a solution on the website of PUN.

It's not that one player is moving another player. The problem is that the camera is working differently because you're in a multiplaye environment. The camera simply shows the wrong character.

The fix and explanation is here: https://doc.photonengine.com/en-us/pun/current/demos-and-tutorials/pun-basics-tutorial/player-camera-work If you follow this (part 6 and part 7) then your camera / character problem will be solved.

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