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Question by PowerOfPanda · Apr 24, 2017 at 08:29 AM · networkingcharactercontroller

CharacterController.Move called on inactive controller UnityEngine.CharacterController:Move(Vector3) how can i fix it ?

Hi, sorry for my english ... i am a frensh student who is beginning on Unity working on (multiplayer TPS game on unity 5.5)

I have this warning when my player spawn"CharacterController.Move called on inactive controller UnityEngine.CharacterController:Move(Vector3)". My TPS camera work but my player don 't move. However It is worlking perfectly without the network. How can i fix it ?

Thanks for all

my script : error line 57 ( character.GetComponent().Move(movement * Time.deltaTime);) using System.Collections; using System.Collections.Generic; using UnityEngine;

public class TPScharactercontroller : MonoBehaviour {

 public Transform playerCam, character, centerpoint;

 private float mouseX, mouseY;
 public float mouseSensitivity = 10f;
 public float mouseYposition = 1f;

 private float moveFB, moveLR;
 public float moveSpeed = 2f;

 public float zoom;
 public float zoomSpeed = 2;

 public float zoomMin = -2f;
 public float zoomMax = -10f;

 public float rotationSpeed = 5f;

 // Use this for initialization
 void Start () {

     zoom = -3;
 }
 
 // Update is called once per frame
 void Update () {

     zoom += Input.GetAxis("Mouse ScrollWheel") * zoomSpeed;

     if (zoom > zoomMin)
     {
         zoom = zoomMin;
     }
     if (zoom < zoomMax)
     {
         zoom = zoomMax;
     }
     playerCam.transform.localPosition = new Vector3(0, 0, zoom);

     mouseX += Input.GetAxis("Mouse X");
     mouseY -= Input.GetAxis("Mouse Y");
     
     mouseY = Mathf.Clamp(mouseY, -60f, 60f);
     playerCam.LookAt(centerpoint);
     centerpoint.localRotation = Quaternion.Euler(mouseY,mouseX,0);

     moveFB = Input.GetAxis("Vertical") * moveSpeed;
     moveLR = Input.GetAxis("Horizontal") * moveSpeed;

     Vector3 movement = new Vector3(moveLR, 0, moveFB);
     movement = character.rotation * movement;
     character.GetComponent<CharacterController>().Move(movement * Time.deltaTime);
     centerpoint.position = new Vector3(character.position.x, character.position.y + mouseYposition, character.position.z);

     if (Input.GetAxis("Vertical")!=0)
     {
         Quaternion turnAngle = Quaternion.Euler(0, centerpoint.eulerAngles.y, 0);
         character.rotation = Quaternion.Slerp(character.rotation, turnAngle, Time.deltaTime + rotationSpeed);
     }
 }

}

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