Enter/Exit Vehicle With UNet

All the topic’s I’ve viewed so far are not what I want. I currently have a good, dependable script for entering and exiting a vehicle in singleplayer, but I’m at a total loss trying to network it.

using UnityEngine;
using System.Collections;
using UnityStandardAssets.Vehicles.Car;
using UnityStandardAssets.Characters.FirstPerson;

public class GameManager : MonoBehaviour {
 public Camera playerCam;
 public FirstPersonController FPSCon;
 public GameObject Player;
 public GameObject m_Car;
 public Transform carParent;
 bool guiEnable = false;
 public Camera cam;

 void Start () {
  cam.enabled = false;
 }

 void Update () {
  if (Input.GetKeyDown (KeyCode.Escape)) {
   if (cam.enabled == true) {
    cam.enabled = false;
    FPSCon.enabled = true;
    Player.GetComponent<CharacterController> ().enabled = true;
    playerCam.enabled = true;
    Player.transform.parent = null;
    m_Car.gameObject.GetComponent <CarUserControl> ().enabled = false;

   }
  }
 }

 void OnTriggerStay (Collider col) {
  if (col.name == "FPSController") {
   guiEnable = true;
   if (Input.GetKey (KeyCode.E)) {
    if (cam.enabled == false) {
     cam.enabled = true;
     FPSCon.enabled = false;
     Player.GetComponent<CharacterController> ().enabled = false;
     playerCam.enabled = false;
     guiEnable = false;
     Player.transform.SetParent (carParent);
     m_Car.gameObject.GetComponent <CarUserControl> ().enabled = true;

    }
   }
  }
 }

 void OnTriggerExit (Collider col) {
  if (col.name == "FPSController") {
   guiEnable = false;
  }
 }

 void OnGUI () {
  if (guiEnable != false) {
   GUI.Label (new Rect (Screen.width / 2, Screen.height / 2, 100, 50), "E to Enter.");
  } else {
   GUI.Label (new Rect (Screen.width / 2, Screen.height / 2, 50, 50), " ");
  }
 }
}

If anyone can help me out, I would be forever in your debt. Thanks in advance.

here you go have not test it myself :slight_smile: probly still only 50% complete or so.
havent set up a way to stop it from telling it not to get in if other other ect.

using UnityEngine;
using System.Collections;
using UnityEngine.Networking;
using UnityStandardAssets.Vehicles.Car;
using UnityStandardAssets.Characters.FirstPerson;

public class DevCode : NetworkBehaviour {
	

		public Camera playerCam;
		public FirstPersonController FPSCon;
		public GameObject Player;
		public GameObject m_Car;
		public Transform carParent;
		bool guiEnable = false;
		public Camera cam;

		void Start () {
			cam.enabled = false;
		}

		void Update () {
			if (!isLocalPlayer)
			{
				return;
			}
			if (Input.GetKeyDown (KeyCode.Escape)) {
				if (cam.enabled == true) {
					cam.enabled = false;
					FPSCon.enabled = true;
					Player.GetComponent<> ().enabled = true;
					playerCam.enabled = true;
					Player.transform.parent = null;
					m_Car.gameObject.GetComponent <CarUserControl> ().enabled = false;

				}
			}
		}

		void OnTriggerStay (Collider col) {
			if (col.name == "FPSController") {
				guiEnable = true;
				if (Input.GetKey (KeyCode.E)) {
					if (cam.enabled == false) {
						cam.enabled = true;
						FPSCon.enabled = false;
						Player.GetComponent<CharacterController> ().enabled = false;
						playerCam.enabled = false;
						guiEnable = false;
						Player.transform.SetParent (carParent);
						m_Car.gameObject.GetComponent <CarUserControl> ().enabled = true;

					}
				}
			}
		}

		void OnTriggerExit (Collider col) {
			if (col.name == "FPSController") {
				guiEnable = false;
			}
		}

		void OnGUI () {
			if (guiEnable != false) {
				GUI.Label (new Rect (Screen.width / 2, Screen.height / 2, 100, 50), "E to Enter.");
			} else {
				GUI.Label (new Rect (Screen.width / 2, Screen.height / 2, 50, 50), " ");
			}
		}
	}