PS: This isn’t relevant anymore, but is still a valid question. Read my reply.
Spent about 5 hours looking up tutorials for each player to have their own camera. I found lots of solutions but they all involve either using the camera as a child or using the deprecated NetworkView component. I cannot set the camera as a child, as far as i know, because i don’t want the camera to rotate with the player. I want the camera to be RTS style, never rotating.
How do i do this without the camera being the child of my player prefab and without using the deprecated component/script?
I have a new goal, the fundamental controls of my game were screwy and i realised i need to start over and reuse the scripts i made in another fashion. What i need to know now is if my plan is solid and efficient, it will end up being the ground work for my entire finished product.
A game launcher, to be made later, should start up a class selection screen where players who have been matched together can pick their class. Once they pick their class and the game starts, everyone should have their own camera spawned into the scene and disable everybody’s else’s camera so they’re only seeing/controlling their own. Their camera will contain the script that gives them the ability to move their controlled unit/units. The camera would contain something like “if input mousebutton(0) store raycast hit.collider.gameobject into an array” “if input mousedrag store multiple hit.collider.gameobjects into an array” “if mousebutton(1) for every gameobject in array move to hit.destination”
If this description sounds like DotA 2 or like any other RTS-style game then you’ve understood my description. Is this efficient or can anyone think of another way to do it? Or is it bad to have your camera contain your movement script? Any problems anyone can think of?