![]() ![]() Remember, only the owner is supposed to be able to move the object, the other players are listening in for coordinates. So yes i think you are right when you refer to the main as the one that you are owner off and all the others are ghosts. Also, network games have some psycho logic to think through, try to always rather use NetworkView.isMine to determine who is the owner of the object and who isn't. So on all clients the isMine wll return false, even if you can controll the object. In an authoritative config, the server will allways instantiate the objects and will be the owner. You will receive the other players data through the networkviews that return false on the isMine check. You will send your data through the networkView that you own and all other players will recieve your data through that networkView. In a non-authoritative config, all players in the scene will own there player object. The instance (client or server) that instantiates the player object is the owner of the networkView and when he checks the isMine boolean on it, it will return true. You have a gameobject which represents your player, this gameobject will be used for each player that needs to be spawned in the scene. This works by providing a NetworkView component, which can serialize object. So the client player can't control his game object. You also odnt use networkview.isMine with Unet but the implemented network behaviour (!isLocalPlayer) together with the network identiy object.Hmmm i think you are right but the way you explain it is a bit wierd. On the server it will be always true, but when I connect a client to the server and his player spawns, the player's networkView.isMine would always be false. then if it doesn't arrive you start predicting at the same rate. 300/60 fps 5 frames to smooth before the next packet should arrive. If the packet took 300 ms to be delivered, then smooth over 300 ms. Basically everyone is sending the 'receiveData' RPC every frame and everyone is receiving everyone else's 'receiveData' RPC every frame. Then all players send an RPC to ALL other players if the networkview is theirs, which, for each of them, it is. Networkview ismine update#What should i do don't know any one can suggestion then i really appreciate thank you.īoth answers already showed whats wrong. For smoothing you want the time in the packet itself to compare the previous packet time to the current packet time. Within Update all players set the 'isMine' variable equal networkView.isMine. I can't found in Google Search about player Animation in network using MultiLan Package. Networkview ismine how to#When player move then "Player_Run" Boolean variable is true and play the Walk animation of player in SyncAnimation() method.īut it is stuck to play animation in all player in same network.Īny one can know how to play animation in all network player using MultiLan Package then tell me. In this Script there is "Btn_DpadScript" object of Virtual joystick Script name is "Btn_DPad" for Player Movement. PlayerAnimatorComponent.SetFloat ("Walk",2f,0.1f,ltaTime) GetComponent ().RPC ("SyncAnimation", RPCMode.All) ![]() PlayerAnimatorComponent = GameObject.Find ("Swat").GetComponent () NetworkSrc = GameObject.Find("MNetwork").GetComponent() ![]() If it's my player : search the networkManager component JumpScript = GameObject.Find ("3 Jump").GetComponent () ītn_DpadScript = GameObject.Find ("6 D-Pad").GetComponent () But the problem is animation can play only which player who host the Game, not play to other player who join the Game in host network. When the player connect to the Game i play the player animation like walk, jump etc. And i am doing this using unity MultiLan Package available in Unity Assets Store. One player creates the hot-spot game, and the other one connects through WiFi network and plays the game. networkView.isMine ) return // if space key is pressed, call RPC for everybody if( Input.GetKeyDown( Ke圜ode.Space ) ) networkView.RPC( testRPC, RPCMode. I am creating an FPS game in local multiplayer. ![]()
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