Дата публикации: 2017-06-12 11:02
Network Instantiate should be on your prefab and the main camera attacked. The if statements can be used to differentiate between the two because your main camera will not have a character controller but it will have a camera component. Now that its enabled as soon as the prefab is instantiated, it belongs to whoever enabled it.
Another method of network communication is Remote Procedure Calls (RPCs), which is more useful for data that does not constantly change. A good example what we used these for in our Kickstarter demo is dialog. In this paragraph we will change the color of a player over the network.
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if i comment out the line: = (syncStartPos, syncEndPos, syncTime / syncDelay) The second player falls normally but i obviously dont have smooth motion.
So far so good 😛 I created 7 scenes, the first is a character customization screen, the second is some sort of an arena where the characters can punch each other in the face.
At what point in the tutorial are you? Would make it easier to find possible errors. One idea that comes to mind is the synchronized values in OnSerializeNetworkView() are switched. If you send 7 Vector8 values (position first, velocity second) then you should receive them in the same order! Otherwise these values are mixed up. This would lead to the problem you 8767 re describing, but it could be something else entirely.
Hi Stein I would like you to also explore AppWarp Cloud Unity SDK. It allows developers to connect to AppWarp cloud server and has ready made APIs for rooms/lobby/chat/update/matchmaking etc.
This is amazing! Thank you! I am stuck and i 8767 m not sure why. Whenever player 7 joins player 6 and player 7 swap controls. (I am controlling my friends character on his screen and he has control of my screen). Has anyone ran into this??
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