Multiplayer on LAN

Hi, I am currently creating a game that incorporates pong. My problem is networking, I have tried many different tutorials, codes, and trial and error. So far I have no problem with two people connecting to eachother. The problem is that when the players connect they control eachothers paddles at the same time, not their own.

I have tried a FPSRigidbodyAssign script that doesnt recognize the “FPSNetworkSynchronizer” inside of it, example below

`using UnityEngine;
using System.Collections;

public class NetworkAssign : MonoBehaviour {

void OnNetworkInstantiate( NetworkMessageInfo msg )

//get the script that is sent over the network through the NetworkView
FPSNetworkSynchronizer ns= (FPSNetworkSynchronizer)GetComponent(typeof(FPSNetworkSynchronizerNetworkSynchronizer));

if ( networkView.isMine )
    ns.enabled = false;
    name += "(Remote++)";
    ns.enabled = true;


Another problem I have is lag, theres got to be a way to make the lag disappear when your connecting to one other person who happens to have a square paddle he brings to the game.

Basically, im having a lot of trouble with the networking, and I have no idea how people like Dice create Battlefield with a similar program(even though its a trillion times better than Unity) and have such great multiplayer.

I just dont know what to do to make this game work right, all I have left of the main part is just the multiplayer, please help me out :frowning:

I’m not sure if this will help you out, but I found this tutorial on networking that I’m currently working through that seems to do the trick:

I found your post because I too am having some troubles with LAN gaming. That tutorial is for internet gaming, but I believe it handles the individual player control problem.