![]() ![]() Remember, only the owner is supposed to be able to move the object, the other players are listening in for coordinates. It doesn't matter if the NetworkView is being used for something else or just for the RPC function. 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. A NetworkView must be attached to the GameObject where the RPC function is being called. The called function must have the RPC tag set ( RPC for C Sharp code). ![]() But as a client I'm not able to control any vehicles. Call a RPC function on all connected peers. If there are two players on the server and I am the host, I'm able to control both vehicles. Any examples or articles would also be appreciated. I need a short description how I would go around this. So the client player can't control his game object. If you have an RPC in a class and instance it many times you need to pass through an identifier or more preferably I guess, use a communication class that handles, in this case, the move communications. 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. Wouldn't it be better to keep things separated? networkView.RPC('Move', RPCMode.Server, velocity) Each RPC needs to be unique. But I don't like how player object is enabled from the Networking-class. In Unity, game objects that need to be networked have a NetworkView component. #NETWORKVIEW ISMINE HOW TO#Transform.I found this video on how to create authoritative networking, which is a good start. networkView.isMine ) return // if space key is pressed, call RPC for everybody if( Input.GetKeyDown( Ke圜ode.Space ) ) networkView.RPC( testRPC, RPCMode. The last thing we need to do before starting our game is to just attach our CubeBehaviour script to our Cube prefab. #NETWORKVIEW ISMINE CODE#If (axes = RotationAxes.MouseXAndY || axes = RotationAxes.MouseX) This means we can write specific code for movement or other things that should only run on the computer that has instantiated a prefab, without the need for any networkView.isMine checks. ![]() Transform.localEulerAngles = new Vector3(-rotationY,, 0f) If isMine is true, the instance in the main one, it will send updates to its ghosts. ![]() not the gameobject or networkplayer Thank you, appels NetworkView can have mulitple instances spreading on all net peers, and there's only one instance which is the main instance, others are ghosts. RotationY = Mathf.Clamp(rotationY + pitchAngleChange, minimumY, maximumY) isMine refers to the networkView component on the object. If (axes = RotationAxes.MouseXAndY || axes = RotationAxes.MouseY) Public RotationAxes axes = RotationAxes.MouseXAndY įloat turnAngleChange = ( / Screen.width) * sensitivityX įloat pitchAngleChange = ( / Screen.height) * sensitivityY When I move the joystick forward anycodings_unit圓d and do some rotation, forward becomes anycodings_unit圓d backward, left right, if I move right the anycodings_unit圓d rotation, right becomes backward, etc. Do anycodings_unit圓d I need to change the joystick ? or do I need anycodings_unit圓d to change something in the script for the anycodings_unit圓d camera rotation ? When I start the game on anycodings_unit圓d the mobile, the rotation affects the anycodings_unit圓d joystick. I anycodings_unit圓d have a fixed Joystick, when I try to move anycodings_unit圓d by rotation anything in movement change. 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. I make game with fps, when I rotate the anycodings_unit圓d camera the joystick doesn't work properly. For smoothing you want the time in the packet itself to compare the previous packet time to the current packet time. This works by providing a NetworkView component, which can serialize object. ![]()
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