- Home /
Im trying to make a multiplayer game using Mirror Networking but SetActive does not work
So, i've been working an a multiplayer game with Mirror but the SetActive function does not work, i've tried everything. If you can help your the best! This is the code i used (its attached to the player prefab) using System.Collections; using System.Collections.Generic; using UnityEngine; using Mirror; public class TransformScript : NetworkBehaviour { bool transformed = false; public float speedWhenTransformed; public float speedNormal; public float JumpHeightWhenTransformed; public float JumpHeightNormal; public GameObject Normal; public GameObject Transformed; void Update() { if (!isLocalPlayer) { return; } if (!isServer) { RpcTransform(); }else { CmdTransform(); } } [Command] void CmdTransform() { localTransform(); RpcTransform(); } [ClientRpc] void RpcTransform() { if (isLocalPlayer) { return; } localTransform(); } void localTransform() { if (Input.GetKeyDown(KeyCode.T)) { transformed = !transformed; } if (transformed) { GetComponent<PlayerScript>().Speed = speedWhenTransformed; GetComponent<PlayerScript>().jumpSpeed = JumpHeightWhenTransformed; Normal.SetActive(false); Transformed.SetActive(true); }else { GetComponent<PlayerScript>().Speed = speedNormal; GetComponent<PlayerScript>().jumpSpeed = JumpHeightNormal; Normal.SetActive(true); Transformed.SetActive(false); } } }
Thanks!