FPS Networking..

Ahoy thar me maties.

I’m looking to see if anyone has successfully taken the 3rd person networking controller and converted it to first person. I’m having a heck of a time getting it done myself. Lot of crazy syncing issues because the controller script is specifically built for network AND 3rd person. Any help or ideas?

Thx mates,
Capn J

PS here’s a quick WIP of where I’m at…
(And yes, there are 2 huge pirate ships)

http://www.designelement10.com/DE_Pyrates/

Let me know what ya think!

for first person I would potentially just take the island demo that comes with the unity install.

Thats FPS + Networked

I didn’t realize the Island demo was networked, I’ll give it a try and post my results! Thanks mucho

CapnJ

At least i think so yes.

alternatively, should you require an alternative implementation, give the SFS API a go, it has a one too within the same environment but with another api, giving you the chance to understand the ideas behind it better

Looking more closely at the Island Demo, it looks like its not set up for networked multi-player. So i wasn’t able to use any learnings from it. Not too sure about the SFS API. Being more of a 3D artist/ animator, I’m not too saavy in back-end scripts land. But if someone were to have converted the 3rd person network demo controller into a FPS networked controller for then demo, that would be more than kicka$$.

Thanks again,
CapnJ

Start with the networking example projects. There is a third person controller there. Add a camera at eye level.

You can then create a script to switch to the eye level camera forward and turn off the rendering of the player locally, when you want to do FP. Should be moderate level programming.

Well, got things set up thru modding the 3rd person prefab, now it looks like I have the same problem as in a couple of prior threads…connectivity is good BUT, when 2 players are connected they somehow control each others player.(Player 1 controls player 2 and visa versa) Very weird, you’d think its just a small switch but I have no clue where to look, any ideas?

Thanks,
CapnJ

if you control the opponent player in network, then you forgot to enable / disable the right components.

the network example should give you an idea.

I personally prefer the 2 prefabs approach: Player, RemotePlayer

for myself I create the player prefab, the only prefab accepting input
for all network created players, I use the RemotePlayer (more correct in terms of networking would be ProxyPlayer), which only receives input from the networking.

And sorry on the island demo.
Guess I used too many demos in the past and mixed it with the island demo sample implementation Thomas did for SmartFoxServer