Ok so I solved the problem of both clients connecting when only one presses the login button. It was an incorrect if check on the owner.
The second client will still see the ship, but it is not the same camera orientation. Nor does the ship seem to change when I move around with the other client, I assume its because they arent synching.
In regards to players synching up:
Current Result: Both ships appear on both clien screens, the clients each can control one ship, move it around, but it never looks like it on the other client. Player A moves but Player B never sees Player As ship move.
Expected Result: Both ships appear on both client screens. Each client can control one ship and move it around. So when Player A moves to the left, Player B sees Player A’s ship move.
The real problem now is lack of ship synching.
Prepare for code dump, this is all from M2H’s tutorial:
//Note: Example code from the unity networking examples
using UnityEngine;
using System.Collections;
public class NetworkRigidbody : MonoBehaviour {
public double m_InterpolationBackTime = 0.1;
public double m_ExtrapolationLimit = 0.5;
internal struct State
{
internal double timestamp;
internal Vector3 pos;
internal Vector3 velocity;
internal Quaternion rot;
internal Vector3 angularVelocity;
}
// We store twenty states with "playback" information
State[] m_BufferedState = new State[20];
// Keep track of what slots are used
int m_TimestampCount;
void OnSerializeNetworkView(BitStream stream, NetworkMessageInfo info)
{
// Send data to server
if (stream.isWriting)
{
Vector3 pos = transform.position;
Quaternion rot = transform.rotation;
//Vector3 velocity = Vector3.zero; //rigidbody.velocity;
//Vector3 angularVelocity = Vector3.zero; // rigidbody.angularVelocity;
stream.Serialize(ref pos);
//stream.Serialize(ref velocity);
stream.Serialize(ref rot);
//stream.Serialize(ref angularVelocity);
}
// Read data from remote client
else
{
Vector3 pos = Vector3.zero;
Vector3 velocity = Vector3.zero;
Quaternion rot = Quaternion.identity;
Vector3 angularVelocity = Vector3.zero;
stream.Serialize(ref pos);
//stream.Serialize(ref velocity);
stream.Serialize(ref rot);
//stream.Serialize(ref angularVelocity);
// Shift the buffer sideways, deleting state 20
for (int i=m_BufferedState.Length-1;i>=1;i--)
{
m_BufferedState[i] = m_BufferedState[i-1];
}
// Record current state in slot 0
State state;
state.timestamp = info.timestamp;
state.pos = pos;
state.velocity = velocity;
state.rot = rot;
state.angularVelocity = angularVelocity;
m_BufferedState[0] = state;
// Update used slot count, however never exceed the buffer size
// Slots aren't actually freed so this just makes sure the buffer is
// filled up and that uninitalized slots aren't used.
m_TimestampCount = Mathf.Min(m_TimestampCount + 1, m_BufferedState.Length);
// Check if states are in order, if it is inconsistent you could reshuffel or
// drop the out-of-order state. Nothing is done here
for (int i=0;i<m_TimestampCount-1;i++)
{
if (m_BufferedState[i].timestamp < m_BufferedState[i+1].timestamp)
Debug.Log("State inconsistent");
}
}
}
// We have a window of interpolationBackTime where we basically play
// By having interpolationBackTime the average ping, you will usually use interpolation.
// And only if no more data arrives we will use extra polation
void Update () {
// This is the target playback time of the rigid body
double interpolationTime = Network.time - m_InterpolationBackTime;
// Use interpolation if the target playback time is present in the buffer
if (m_BufferedState[0].timestamp > interpolationTime)
{
// Go through buffer and find correct state to play back
for (int i=0;i<m_TimestampCount;i++)
{
if (m_BufferedState[i].timestamp <= interpolationTime || i == m_TimestampCount-1)
{
// The state one slot newer (<100ms) than the best playback state
State rhs = m_BufferedState[Mathf.Max(i-1, 0)];
// The best playback state (closest to 100 ms old (default time))
State lhs = m_BufferedState[i];
// Use the time between the two slots to determine if interpolation is necessary
double length = rhs.timestamp - lhs.timestamp;
float t = 0.0F;
// As the time difference gets closer to 100 ms t gets closer to 1 in
// which case rhs is only used
// Example:
// Time is 10.000, so sampleTime is 9.900
// lhs.time is 9.910 rhs.time is 9.980 length is 0.070
// t is 9.900 - 9.910 / 0.070 = 0.14. So it uses 14% of rhs, 86% of lhs
if (length > 0.0001){
t = (float)((interpolationTime - lhs.timestamp) / length);
}
// Debug.Log(t);
// if t=0 => lhs is used directly
transform.localPosition = Vector3.Lerp(lhs.pos, rhs.pos, t);
transform.localRotation = Quaternion.Slerp(lhs.rot, rhs.rot, t);
return;
}
}
}
// Use extrapolation
else
{
State latest = m_BufferedState[0];
float extrapolationLength = (float)(interpolationTime - latest.timestamp);
// Don't extrapolation for more than 500 ms, you would need to do that carefully
if (extrapolationLength < m_ExtrapolationLimit)
{
float axisLength = extrapolationLength * latest.angularVelocity.magnitude * Mathf.Rad2Deg;
Quaternion angularRotation = Quaternion.AngleAxis(axisLength, latest.angularVelocity);
transform.position = latest.pos + latest.velocity * extrapolationLength;
transform.rotation = angularRotation * latest.rot;
//rigidbody.velocity = latest.velocity;
//rigidbody.angularVelocity = latest.angularVelocity;
}
}
}
}
And like I said in one of my earlier posts, if I debug the variables I get this:
Debug.Log(Network.time + " - " + m_InterpolationBackTime + " = " + interpolationTime + " compared to " + m_BufferedState[0].timestamp);
Returns 60915.802 - 0.1 = 60915.702 compared to 0
Obviously the BufferedState timestamp isnt being set, and its only set inside the Serialized reader, which means I assume I am not getting any data.