How do I store input of another player over the network?


So I’ve got this to work, and each player is able to control their own gameobject.

  if (isLocalPlayer)

            movex = Input.GetAxis("Horizontal");
            movey = Input.GetAxis("Vertical");
            rb.velocity = new Vector2(movex * Speed, movey * Speed);

I’d like to do something like this but not sure how:

  if (!isLocalPlayer)

            movex = player2.Input.GetAxis("Horizontal");
            movey = player2.Input.GetAxis("Vertical");
            rb.velocity = new Vector2(movex * Speed, movey * Speed);

The game is going to be 2 player, but possibly 4 player later on, so it would be nice if I can get the input information from like playerID or whatever the network version of that is lol.

I’m super new to the networking thing.

I tried using the NetworkTransform and got it to work, apart from not being as smooth as I had hoped. I want to try having the local computer calculate both player’s rigidbodies.

Thanks a lot!

Instead of sending Player2 input to Player1 so that player 1 can calculate the change vector, just sync that vector to the server, the other clients can read it and apply it to the rigid body.