Changing values while game is running

Hello, I am building a online RPG, for now, just for my friends and I… I’ve set up a server and everything works fine but I have a question about changing values for example the max speed a player can walk. I can change my own speed and it works but when I try to modify the speed of my friends it won’t work… What can I do to make this work?

we have no idea what networking your using or anything else so we can’t say… Give us more details if you really want help with it!

Sorry:sweat_smile:, I use Unity’s networking and have a Network view attached to the player prefab, this is my CharacterMotor.js :

#pragma strict

#pragma implicit

#pragma downcast



// Does this script currently respond to input?

var canControl : boolean = true;



var useFixedUpdate : boolean = true;



// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.

// Very handy for organization!



// The current global direction we want the character to move in.

@System.NonSerialized

var inputMoveDirection : Vector3 = Vector3.zero;



// Is the jump button held down? We use this interface instead of checking

// for the jump button directly so this script can also be used by AIs.

@System.NonSerialized

var inputJump : boolean = false;



class CharacterMotorMovement {

	// The maximum horizontal speed when moving

	var maxForwardSpeed : float = 10.0;

	var maxSidewaysSpeed : float = 10.0;

	var maxBackwardsSpeed : float = 10.0;

	

	// Curve for multiplying speed based on slope (negative = downwards)

	var slopeSpeedMultiplier : AnimationCurve = AnimationCurve(Keyframe(-90, 1), Keyframe(0, 1), Keyframe(90, 0));

	

	// How fast does the character change speeds?  Higher is faster.

	var maxGroundAcceleration : float = 30.0;

	var maxAirAcceleration : float = 20.0;



	// The gravity for the character

	var gravity : float = 10.0;

	var maxFallSpeed : float = 20.0;

	

	// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.

	// Very handy for organization!



	// The last collision flags returned from controller.Move

	@System.NonSerialized

	var collisionFlags : CollisionFlags; 



	// We will keep track of the character's current velocity,

	@System.NonSerialized

	var velocity : Vector3;

	

	// This keeps track of our current velocity while we're not grounded

	@System.NonSerialized

	var frameVelocity : Vector3 = Vector3.zero;

	

	@System.NonSerialized

	var hitPoint : Vector3 = Vector3.zero;

	

	@System.NonSerialized

	var lastHitPoint : Vector3 = Vector3(Mathf.Infinity, 0, 0);

}



var movement : CharacterMotorMovement = CharacterMotorMovement();



enum MovementTransferOnJump {

	None, // The jump is not affected by velocity of floor at all.

	InitTransfer, // Jump gets its initial velocity from the floor, then gradualy comes to a stop.

	PermaTransfer, // Jump gets its initial velocity from the floor, and keeps that velocity until landing.

	PermaLocked // Jump is relative to the movement of the last touched floor and will move together with that floor.

}



// We will contain all the jumping related variables in one helper class for clarity.

class CharacterMotorJumping {

	// Can the character jump?

	var enabled : boolean = true;



	// How high do we jump when pressing jump and letting go immediately

	var baseHeight : float = 1.0;

	

	// We add extraHeight units (meters) on top when holding the button down longer while jumping

	var extraHeight : float = 4.1;

	

	// How much does the character jump out perpendicular to the surface on walkable surfaces?

	// 0 means a fully vertical jump and 1 means fully perpendicular.

	var perpAmount : float = 0.0;

	

	// How much does the character jump out perpendicular to the surface on too steep surfaces?

	// 0 means a fully vertical jump and 1 means fully perpendicular.

	var steepPerpAmount : float = 0.5;

	

	// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.

	// Very handy for organization!



	// Are we jumping? (Initiated with jump button and not grounded yet)

	// To see if we are just in the air (initiated by jumping OR falling) see the grounded variable.

	@System.NonSerialized

	var jumping : boolean = false;

	

	@System.NonSerialized

	var holdingJumpButton : boolean = false;



	// the time we jumped at (Used to determine for how long to apply extra jump power after jumping.)

	@System.NonSerialized

	var lastStartTime : float = 0.0;

	

	@System.NonSerialized

	var lastButtonDownTime : float = -100;

	

	@System.NonSerialized

	var jumpDir : Vector3 = Vector3.up;

}



var jumping : CharacterMotorJumping = CharacterMotorJumping();



class CharacterMotorMovingPlatform {

	var enabled : boolean = true;

	

	var movementTransfer : MovementTransferOnJump = MovementTransferOnJump.PermaTransfer;

	

	@System.NonSerialized

	var hitPlatform : Transform;

	

	@System.NonSerialized

	var activePlatform : Transform;

	

	@System.NonSerialized

	var activeLocalPoint : Vector3;

	

	@System.NonSerialized

	var activeGlobalPoint : Vector3;

	

	@System.NonSerialized

	var activeLocalRotation : Quaternion;

	

	@System.NonSerialized

	var activeGlobalRotation : Quaternion;

	

	@System.NonSerialized

	var lastMatrix : Matrix4x4;

	

	@System.NonSerialized

	var platformVelocity : Vector3;

	

	@System.NonSerialized

	var newPlatform : boolean;

}



var movingPlatform : CharacterMotorMovingPlatform = CharacterMotorMovingPlatform();



class CharacterMotorSliding {

	// Does the character slide on too steep surfaces?

	var enabled : boolean = true;

	

	// How fast does the character slide on steep surfaces?

	var slidingSpeed : float = 15;

	

	// How much can the player control the sliding direction?

	// If the value is 0.5 the player can slide sideways with half the speed of the downwards sliding speed.

	var sidewaysControl : float = 1.0;

	

	// How much can the player influence the sliding speed?

	// If the value is 0.5 the player can speed the sliding up to 150% or slow it down to 50%.

	var speedControl : float = 0.4;

}



var sliding : CharacterMotorSliding = CharacterMotorSliding();



@System.NonSerialized

var grounded : boolean = true;



@System.NonSerialized

var groundNormal : Vector3 = Vector3.zero;



private var lastGroundNormal : Vector3 = Vector3.zero;



private var tr : Transform;



private var controller : CharacterController;



function Awake () {



	if(networkView.isMine == true)

	{

		controller = GetComponent (CharacterController);

		tr = transform;

	}

	

	else

	{

		enabled = false;

	}

	

}



private function UpdateFunction () {

	// We copy the actual velocity into a temporary variable that we can manipulate.

	var velocity : Vector3 = movement.velocity;

	

	// Update velocity based on input

	velocity = ApplyInputVelocityChange(velocity);

	

	// Apply gravity and jumping force

	velocity = ApplyGravityAndJumping (velocity);

	

	// Moving platform support

	var moveDistance : Vector3 = Vector3.zero;

	if (MoveWithPlatform()) {

		var newGlobalPoint : Vector3 = movingPlatform.activePlatform.TransformPoint(movingPlatform.activeLocalPoint);

		moveDistance = (newGlobalPoint - movingPlatform.activeGlobalPoint);

		if (moveDistance != Vector3.zero)

			controller.Move(moveDistance);

		

		// Support moving platform rotation as well:

        var newGlobalRotation : Quaternion = movingPlatform.activePlatform.rotation * movingPlatform.activeLocalRotation;

        var rotationDiff : Quaternion = newGlobalRotation * Quaternion.Inverse(movingPlatform.activeGlobalRotation);

        

        var yRotation = rotationDiff.eulerAngles.y;

        if (yRotation != 0) {

	        // Prevent rotation of the local up vector

	        tr.Rotate(0, yRotation, 0);

        }

	}

	

	// Save lastPosition for velocity calculation.

	var lastPosition : Vector3 = tr.position;

	

	// We always want the movement to be framerate independent.  Multiplying by Time.deltaTime does this.

	var currentMovementOffset : Vector3 = velocity * Time.deltaTime;

	

	// Find out how much we need to push towards the ground to avoid loosing grouning

	// when walking down a step or over a sharp change in slope.

	var pushDownOffset : float = Mathf.Max(controller.stepOffset, Vector3(currentMovementOffset.x, 0, currentMovementOffset.z).magnitude);

	if (grounded)

		currentMovementOffset -= pushDownOffset * Vector3.up;

	

	// Reset variables that will be set by collision function

	movingPlatform.hitPlatform = null;

	groundNormal = Vector3.zero;

	

   	// Move our character!

	movement.collisionFlags = controller.Move (currentMovementOffset);

	

	movement.lastHitPoint = movement.hitPoint;

	lastGroundNormal = groundNormal;

	

	if (movingPlatform.enabled  movingPlatform.activePlatform != movingPlatform.hitPlatform) {

		if (movingPlatform.hitPlatform != null) {

			movingPlatform.activePlatform = movingPlatform.hitPlatform;

			movingPlatform.lastMatrix = movingPlatform.hitPlatform.localToWorldMatrix;

			movingPlatform.newPlatform = true;

		}

	}

	

	// Calculate the velocity based on the current and previous position.  

	// This means our velocity will only be the amount the character actually moved as a result of collisions.

	var oldHVelocity : Vector3 = new Vector3(velocity.x, 0, velocity.z);

	movement.velocity = (tr.position - lastPosition) / Time.deltaTime;

	var newHVelocity : Vector3 = new Vector3(movement.velocity.x, 0, movement.velocity.z);

	

	// The CharacterController can be moved in unwanted directions when colliding with things.

	// We want to prevent this from influencing the recorded velocity.

	if (oldHVelocity == Vector3.zero) {

		movement.velocity = new Vector3(0, movement.velocity.y, 0);

	}

	else {

		var projectedNewVelocity : float = Vector3.Dot(newHVelocity, oldHVelocity) / oldHVelocity.sqrMagnitude;

		movement.velocity = oldHVelocity * Mathf.Clamp01(projectedNewVelocity) + movement.velocity.y * Vector3.up;

	}

	

	if (movement.velocity.y < velocity.y - 0.001) {

		if (movement.velocity.y < 0) {

			// Something is forcing the CharacterController down faster than it should.

			// Ignore this

			movement.velocity.y = velocity.y;

		}

		else {

			// The upwards movement of the CharacterController has been blocked.

			// This is treated like a ceiling collision - stop further jumping here.

			jumping.holdingJumpButton = false;

		}

	}

	

	// We were grounded but just loosed grounding

	if (grounded  !IsGroundedTest()) {

		grounded = false;

		

		// Apply inertia from platform

		if (movingPlatform.enabled 

			(movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||

			movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)

		) {

			movement.frameVelocity = movingPlatform.platformVelocity;

			movement.velocity += movingPlatform.platformVelocity;

		}

		

		SendMessage("OnFall", SendMessageOptions.DontRequireReceiver);

		// We pushed the character down to ensure it would stay on the ground if there was any.

		// But there wasn't so now we cancel the downwards offset to make the fall smoother.

		tr.position += pushDownOffset * Vector3.up;

	}

	// We were not grounded but just landed on something

	else if (!grounded  IsGroundedTest()) {

		grounded = true;

		jumping.jumping = false;

		SubtractNewPlatformVelocity();

		

		SendMessage("OnLand", SendMessageOptions.DontRequireReceiver);

	}

	

	// Moving platforms support

	if (MoveWithPlatform()) {

		// Use the center of the lower half sphere of the capsule as reference point.

		// This works best when the character is standing on moving tilting platforms. 

		movingPlatform.activeGlobalPoint = tr.position + Vector3.up * (controller.center.y - controller.height*0.5 + controller.radius);

		movingPlatform.activeLocalPoint = movingPlatform.activePlatform.InverseTransformPoint(movingPlatform.activeGlobalPoint);

		

		// Support moving platform rotation as well:

        movingPlatform.activeGlobalRotation = tr.rotation;

        movingPlatform.activeLocalRotation = Quaternion.Inverse(movingPlatform.activePlatform.rotation) * movingPlatform.activeGlobalRotation; 

	}

}



function FixedUpdate () {

	if (movingPlatform.enabled) {

		if (movingPlatform.activePlatform != null) {

			if (!movingPlatform.newPlatform) {

				var lastVelocity : Vector3 = movingPlatform.platformVelocity;

				

				movingPlatform.platformVelocity = (

					movingPlatform.activePlatform.localToWorldMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)

					- movingPlatform.lastMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)

				) / Time.deltaTime;

			}

			movingPlatform.lastMatrix = movingPlatform.activePlatform.localToWorldMatrix;

			movingPlatform.newPlatform = false;

		}

		else {

			movingPlatform.platformVelocity = Vector3.zero;	

		}

	}

	

	if (useFixedUpdate)

		UpdateFunction();

}



function Update () {

	if (!useFixedUpdate)

		UpdateFunction();

}



private function ApplyInputVelocityChange (velocity : Vector3) {	

	if (!canControl)

		inputMoveDirection = Vector3.zero;

	

	// Find desired velocity

	var desiredVelocity : Vector3;

	if (grounded  TooSteep()) {

		// The direction we're sliding in

		desiredVelocity = Vector3(groundNormal.x, 0, groundNormal.z).normalized;

		// Find the input movement direction projected onto the sliding direction

		var projectedMoveDir = Vector3.Project(inputMoveDirection, desiredVelocity);

		// Add the sliding direction, the spped control, and the sideways control vectors

		desiredVelocity = desiredVelocity + projectedMoveDir * sliding.speedControl + (inputMoveDirection - projectedMoveDir) * sliding.sidewaysControl;

		// Multiply with the sliding speed

		desiredVelocity *= sliding.slidingSpeed;

	}

	else

		desiredVelocity = GetDesiredHorizontalVelocity();

	

	if (movingPlatform.enabled  movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer) {

		desiredVelocity += movement.frameVelocity;

		desiredVelocity.y = 0;

	}

	

	if (grounded)

		desiredVelocity = AdjustGroundVelocityToNormal(desiredVelocity, groundNormal);

	else

		velocity.y = 0;

	

	// Enforce max velocity change

	var maxVelocityChange : float = GetMaxAcceleration(grounded) * Time.deltaTime;

	var velocityChangeVector : Vector3 = (desiredVelocity - velocity);

	if (velocityChangeVector.sqrMagnitude > maxVelocityChange * maxVelocityChange) {

		velocityChangeVector = velocityChangeVector.normalized * maxVelocityChange;

	}

	// If we're in the air and don't have control, don't apply any velocity change at all.

	// If we're on the ground and don't have control we do apply it - it will correspond to friction.

	if (grounded || canControl)

		velocity += velocityChangeVector;

	

	if (grounded) {

		// When going uphill, the CharacterController will automatically move up by the needed amount.

		// Not moving it upwards manually prevent risk of lifting off from the ground.

		// When going downhill, DO move down manually, as gravity is not enough on steep hills.

		velocity.y = Mathf.Min(velocity.y, 0);

	}

	

	return velocity;

}



private function ApplyGravityAndJumping (velocity : Vector3) {

	

	if (!inputJump || !canControl) {

		jumping.holdingJumpButton = false;

		jumping.lastButtonDownTime = -100;

	}

	

	if (inputJump  jumping.lastButtonDownTime < 0  canControl)

		jumping.lastButtonDownTime = Time.time;

	

	if (grounded)

		velocity.y = Mathf.Min(0, velocity.y) - movement.gravity * Time.deltaTime;

	else {

		velocity.y = movement.velocity.y - movement.gravity * Time.deltaTime;

		

		// When jumping up we don't apply gravity for some time when the user is holding the jump button.

		// This gives more control over jump height by pressing the button longer.

		if (jumping.jumping  jumping.holdingJumpButton) {

			// Calculate the duration that the extra jump force should have effect.

			// If we're still less than that duration after the jumping time, apply the force.

			if (Time.time < jumping.lastStartTime + jumping.extraHeight / CalculateJumpVerticalSpeed(jumping.baseHeight)) {

				// Negate the gravity we just applied, except we push in jumpDir rather than jump upwards.

				velocity += jumping.jumpDir * movement.gravity * Time.deltaTime;

			}

		}

		

		// Make sure we don't fall any faster than maxFallSpeed. This gives our character a terminal velocity.

		velocity.y = Mathf.Max (velocity.y, -movement.maxFallSpeed);

	}

		

	if (grounded) {

		// Jump only if the jump button was pressed down in the last 0.2 seconds.

		// We use this check instead of checking if it's pressed down right now

		// because players will often try to jump in the exact moment when hitting the ground after a jump

		// and if they hit the button a fraction of a second too soon and no new jump happens as a consequence,

		// it's confusing and it feels like the game is buggy.

		if (jumping.enabled  canControl  (Time.time - jumping.lastButtonDownTime < 0.2)) {

			grounded = false;

			jumping.jumping = true;

			jumping.lastStartTime = Time.time;

			jumping.lastButtonDownTime = -100;

			jumping.holdingJumpButton = true;

			

			// Calculate the jumping direction

			if (TooSteep())

				jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.steepPerpAmount);

			else

				jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.perpAmount);

			

			// Apply the jumping force to the velocity. Cancel any vertical velocity first.

			velocity.y = 0;

			velocity += jumping.jumpDir * CalculateJumpVerticalSpeed (jumping.baseHeight);

			

			// Apply inertia from platform

			if (movingPlatform.enabled 

				(movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||

				movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)

			) {

				movement.frameVelocity = movingPlatform.platformVelocity;

				velocity += movingPlatform.platformVelocity;

			}

			

			SendMessage("OnJump", SendMessageOptions.DontRequireReceiver);

		}

		else {

			jumping.holdingJumpButton = false;

		}

	}

	

	return velocity;

}



function OnControllerColliderHit (hit : ControllerColliderHit) {

	if (hit.normal.y > 0  hit.normal.y > groundNormal.y  hit.moveDirection.y < 0) {

		if ((hit.point - movement.lastHitPoint).sqrMagnitude > 0.001 || lastGroundNormal == Vector3.zero)

			groundNormal = hit.normal;

		else

			groundNormal = lastGroundNormal;

		

		movingPlatform.hitPlatform = hit.collider.transform;

		movement.hitPoint = hit.point;

		movement.frameVelocity = Vector3.zero;

	}

}



private function SubtractNewPlatformVelocity () {

	// When landing, subtract the velocity of the new ground from the character's velocity

	// since movement in ground is relative to the movement of the ground.

	if (movingPlatform.enabled 

		(movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||

		movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)

	) {

		// If we landed on a new platform, we have to wait for two FixedUpdates

		// before we know the velocity of the platform under the character

		if (movingPlatform.newPlatform) {

			var platform : Transform = movingPlatform.activePlatform;

			yield WaitForFixedUpdate();

			yield WaitForFixedUpdate();

			if (grounded  platform == movingPlatform.activePlatform)

				yield 1;

		}

		movement.velocity -= movingPlatform.platformVelocity;

	}

}



private function MoveWithPlatform () : boolean {

	return (

		movingPlatform.enabled

		 (grounded || movingPlatform.movementTransfer == MovementTransferOnJump.PermaLocked)

		 movingPlatform.activePlatform != null

	);

}



private function GetDesiredHorizontalVelocity () {

	// Find desired velocity

	var desiredLocalDirection : Vector3 = tr.InverseTransformDirection(inputMoveDirection);

	var maxSpeed : float = MaxSpeedInDirection(desiredLocalDirection);

	if (grounded) {

		// Modify max speed on slopes based on slope speed multiplier curve

		var movementSlopeAngle = Mathf.Asin(movement.velocity.normalized.y)  * Mathf.Rad2Deg;

		maxSpeed *= movement.slopeSpeedMultiplier.Evaluate(movementSlopeAngle);

	}

	return tr.TransformDirection(desiredLocalDirection * maxSpeed);

}



private function AdjustGroundVelocityToNormal (hVelocity : Vector3, groundNormal : Vector3) : Vector3 {

	var sideways : Vector3 = Vector3.Cross(Vector3.up, hVelocity);

	return Vector3.Cross(sideways, groundNormal).normalized * hVelocity.magnitude;

}



private function IsGroundedTest () {

	return (groundNormal.y > 0.01);

}



function GetMaxAcceleration (grounded : boolean) : float {

	// Maximum acceleration on ground and in air

	if (grounded)

		return movement.maxGroundAcceleration;

	else

		return movement.maxAirAcceleration;

}



function CalculateJumpVerticalSpeed (targetJumpHeight : float) {

	// From the jump height and gravity we deduce the upwards speed 

	// for the character to reach at the apex.

	return Mathf.Sqrt (2 * targetJumpHeight * movement.gravity);

}



function IsJumping () {

	return jumping.jumping;

}



function IsSliding () {

	return (grounded  sliding.enabled  TooSteep());

}



function IsTouchingCeiling () {

	return (movement.collisionFlags  CollisionFlags.CollidedAbove) != 0;

}



function IsGrounded () {

	return grounded;

}



function TooSteep () {

	return (groundNormal.y <= Mathf.Cos(controller.slopeLimit * Mathf.Deg2Rad));

}



function GetDirection () {

	return inputMoveDirection;

}



function SetControllable (controllable : boolean) {

	canControl = controllable;

}



// Project a direction onto elliptical quater segments based on forward, sideways, and backwards speed.

// The function returns the length of the resulting vector.

function MaxSpeedInDirection (desiredMovementDirection : Vector3) : float {

	if (desiredMovementDirection == Vector3.zero)

		return 0;

	else {

		var zAxisEllipseMultiplier : float = (desiredMovementDirection.z > 0 ? movement.maxForwardSpeed : movement.maxBackwardsSpeed) / movement.maxSidewaysSpeed;

		var temp : Vector3 = new Vector3(desiredMovementDirection.x, 0, desiredMovementDirection.z / zAxisEllipseMultiplier).normalized;

		var length : float = new Vector3(temp.x, 0, temp.z * zAxisEllipseMultiplier).magnitude * movement.maxSidewaysSpeed;

		return length;

	}

}



function SetVelocity (velocity : Vector3) {

	grounded = false;

	movement.velocity = velocity;

	movement.frameVelocity = Vector3.zero;

	SendMessage("OnExternalVelocity");

}



// Require a character controller to be attached to the same game object

@script RequireComponent (CharacterController)

@script AddComponentMenu ("Character/Character Motor")

I want to edit these values while the game is running, is that possible?

	var maxForwardSpeed : float = 10.0;

	var maxSidewaysSpeed : float = 10.0;

	var maxBackwardsSpeed : float = 10.0;

	

	// Curve for multiplying speed based on slope (negative = downwards)

	var slopeSpeedMultiplier : AnimationCurve = AnimationCurve(Keyframe(-90, 1), Keyframe(0, 1), Keyframe(90, 0));

	

	// How fast does the character change speeds?  Higher is faster.

	var maxGroundAcceleration : float = 30.0;

	var maxAirAcceleration : float = 20.0;



	// The gravity for the character

	var gravity : float = 10.0;

	var maxFallSpeed : float = 20.0;

does anyone have an idea?

You need to send data over the network using the networkview, check the docs and look at the RPC method.