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Question by julienfouilhe · Nov 19, 2013 at 09:00 PM · movementnetworkingcharactercontrollernetwork

Moving another player character on Network

I'm trying to push another player character on the network when we collide. The problem is that when I do that, only I can see the character moving.

I use :

 controller.Move(vect * Time.fixedDeltaTime);

controller being a CharacterController and vect being set correctly.

I don't understand since I call the same method to move my own player and it works properly.

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Answer by Josh1231 · Nov 19, 2013 at 09:05 PM

 function OnSerializeNetworkView(stream : BitStream, info : NetworkMessageInfo) {

send the positions in that http://docs.unity3d.com/Documentation/ScriptReference/MonoBehaviour.OnSerializeNetworkView.html

example (in C#):

 void OnSerializeNetworkView(stream : BitStream, info : NetworkMessageInfo)
    {
    Vector3 position = new Vector3(0,0,0);
    if (stream.isWriting)
       {
       position = transform.position;
       stream.Serialize(ref position); //javascipt doesn't need ref
       }
    else
       {
       stream.Serialize(ref position);
       transform.position = position
       }
    }
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avatar image julienfouilhe · Nov 19, 2013 at 10:11 PM 0
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I resolved my issue using an RPC message, is this a better way to do it ?

avatar image Josh1231 · Nov 24, 2013 at 12:56 PM 0
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if you want to do it like this you can but there is other ways of doing it

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