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Question by ramonfr · Jul 23, 2012 at 09:32 PM · cameramousenetworkmousepositionmouse follow

Mouse follow on network

Hi, I'm having trouble when trying to make the player's object to follow the mouse pointer.

With any other kind of control, like the directional keys, everything works fine, but there's something wrong when I try the mouse following method.

It seems that all Game Objects (with the mouse follow script) in the scene follow all players' mouse positions in the network. So, the mouse position is not individual.

This is the current mouse follow script I'm using:

 if(networkView.isMine)
      {
      mousePos = Input.mousePosition;
      var ray : Ray;
      ray = Camera.main.ScreenPointToRay(mousePos);
      var hit : RaycastHit;
      
      if(Physics.Raycast(ray, hit))
      {
                transform.position = Vector3.Lerp(transform.position, hit.point, 0.5   * Time.deltaTime);
                transform.LookAt(Vector3(hit.point.x, 0, hit.point.z));
     }
 }
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avatar image ramonfr · Jul 24, 2012 at 02:20 AM 0
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Anyone could answer?

avatar image CarterG81 · Feb 26, 2017 at 11:23 PM 0
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This should be as simple as

if (this gameobject is $$anonymous$$e on the network) then (follow my mouse) else (dont)

Are you sure that each gameobject is owned by each individual player?

If all gameobjects with this script attached follow the instance player's mouse, then that would mean networkView.is$$anonymous$$ine is true.

Check if networkView.is$$anonymous$$ine is true or false. That may give you your answer.

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