In a previous thread I was creating a spin function for my character. Well, it was a success! As long as my player is standing still, the other client sees just fine and is un-affected.
if (IsGrounded())
{
if(Input.GetKey(KeyCode.Alpha1)){
this.transform.Rotate (Vector3.up, sSpeed * Time.deltaTime);
if(sSpeed<1000)
sSpeed+=1.0f;
}
else
transform.rotation = Quaternion.LookRotation(moveDirection);
}
else
{
Vector3 xzMove = velocity;
xzMove.y = 0;
if (xzMove.sqrMagnitude > 0.001f)
{
transform.rotation = Quaternion.LookRotation(xzMove);
}
}
When I add the spin function to the movement adjustment, all players on the current client begin to rotate
if (IsGrounded())
{
if(Input.GetKey(KeyCode.Alpha1)){
this.transform.Rotate (Vector3.up, sSpeed * Time.deltaTime);
if(sSpeed<1000)
sSpeed+=1.0f;
}
else
transform.rotation = Quaternion.LookRotation(moveDirection);
}
else
{
if(Input.GetKey(KeyCode.Alpha1)){
this.transform.Rotate (Vector3.up, sSpeed * Time.deltaTime);
if(sSpeed<1000)
sSpeed+=1.0f;
}
else{
Vector3 xzMove = velocity;
xzMove.y = 0;
if (xzMove.sqrMagnitude > 0.001f)
{
transform.rotation = Quaternion.LookRotation(xzMove);
}
}
}