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Question by osybear · Apr 21, 2017 at 02:30 PM · networkingmultiplayer

Problem with UNET using NetworkManagerHUD

So I created a very basic testing project for UNET to understand how it works. Here is the Player Controller script. When I connected via LAN 2 players. The second Player doesnt sync with the first one and vice versa. But the first player that created the 'match' syncs with the second player and vice versa.

Then I decided to do it with MM and the same outcome applies.

Can anyone help me with this?

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.Networking;
 public class Player : NetworkBehaviour {
 
     public float speed = 6.0F;
     public float jumpSpeed = 8.0F;
     public float gravity = 20.0F;
     private Vector3 moveDirection = Vector3.zero;
     void Update()
     {
         if(!isLocalPlayer)
         {
             return;
         }
         
         CharacterController controller = GetComponent<CharacterController>();
         if (controller.isGrounded)
         {
             moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
             moveDirection = transform.TransformDirection(moveDirection);
             moveDirection *= speed;
             if (Input.GetButton("Jump"))
                 moveDirection.y = jumpSpeed;
 
         }
         moveDirection.y -= gravity * Time.deltaTime;
         controller.Move(moveDirection * Time.deltaTime);
     }
 }
 
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