Hey Guys,
I am making my first attempt at a multiplayer fps with Unity. Everything seems very straight forward, however I finally hit an issue that I don’t have the basic understanding to troubleshoot.
I am sure I just missed something small.
Any help is greatly appreciated!
Here is what happens.
Player 1 connects.
Game network.instantiates prefab which include model, aimtarget, and private camera.
Player 1 can move his character around properly.
Player 2 connects.
Game network.instantiates a 2nd prefab copy which include model, aimtarget, and private camera.
Player 2 appears to have control over both models character controls.
While Player 2 sees and belives he is controling both models, Player 1 only sees Player 2’s model moving.
When Player 1 moves, he also appears to have control over both models, while player 2 only sees player 1 moving.
Side note: When a player witnesses the movement of the proper opposing players model, the animations are screwed up.
Also, the character is using the PlatformCharacterController.
*Before anyone asks, I have a main ‘GuiCamera’, and when the client connects, I switch to the instantiated camera. Granted, I am having issues with this as well. I use a ‘var MyView : Camera;’ on the instantiate script that points to the camera inside the prefab. It works fine until the 2nd player joins and take over the initial camera view. I think it is because it is public? And probably something related.
Sorry for the question!
Thanks!