- Home /
Mirror isLocalPlayer suddenly turns false
OK, so i have a character with a NetworkIdentity and a NetworkTransform, and a script that allows the character to move. Then I started adding multiplayer and I added something like this: if(!isLocalPlayer) return; So it works with one character, But when i connect the second one this happens: *The host character suddenly start thinking that the clients character IS ITS localPlayer *The host character can't move, look around and is teleported to the spawn *The client character can't see the host character *If you make the client character fall of using the (1) exploit, it is not visible on the client side (the character is on the platform. P.S. Both of them are connected as 127.0.0.1
Answer by Macarona_Virus · Jun 09, 2021 at 06:04 AM
I solved it, the trick was to have a Client Authority checked on the NetworkTransform
Your answer

Follow this Question
Related Questions
Unwanted render texture clear 1 Answer
Unexpected errors 3 Answers
Unity 4.7.2 unexpectedly quits on opening in Mac OS 10.6 0 Answers
What do I get this error message for?Unexpected symbol gameObject 1 Answer
Cant Receive Exp 1 Answer