MultiPlayer Script Error C#

Assets/Scripts/MultiPlayerManager.cs(34,54): error CS0117: UnityEngine.Network' does not contain a definition for Player’

Assets/Scripts/MultiPlayerManager.cs(34,17): error CS1502: The best overloaded method match for `MultiPlayerManager.Server_PlayerJoinRequest(string, UnityEngine.NetworkPlayer)’ has some invalid arguments

Assets/Scripts/MultiPlayerManager.cs(34,17): error CS1503: Argument #2' cannot convert object’ expression to type `UnityEngine.NetworkPlayer’

Assets/Scripts/MultiPlayerManager.cs(38,90): error CS0117: UnityEngine.Network' does not contain a definition for Player’

Assets/Scripts/MultiPlayerManager.cs(66,25): error CS0029: Cannot implicitly convert type UnityEngine.NetworkPlayer' to bool’

I can’t seem to find what i am doing wrong is somebody could help a friend out and show me my error?

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class MultiPlayerManager : MonoBehaviour 
{
	public static MultiPlayerManager instance;
	
	public string PlayerName;
	
	private string MatchName = "";
	private string MatchPassword = "";
	private int MatchMaxUsers = 32;
	
	public List <MPPlayer> PlayerList = new List<MPPlayer>(); 

	
	void Start()
	{
		instance = this;
	}
	
	public void StartServer(string servername, string serverpassword, int maxusers)
	{
		MatchName = servername;
		MatchPassword = serverpassword;
		MatchMaxUsers = maxusers;
		Network.InitializeServer (MatchMaxUsers, 2550, false);
		Network.InitializeSecurity ();
		
	}
	
	void OnServerInitialized()
	{
		Server_PlayerJoinRequest("", Network.Player);
	}
	void OnConnectedToServer()
	{
		networkView.RPC ("Server_PlayerJoinRequest", RPCMode.Server, "", Network.Player);
	}
	
	void OnPlayerDisconnected(NetworkPlayer id)
	{
		networkView.RPC ("Client_RemovePlayer", RPCMode.All, id);
	}
	
	[RPC]
	void Server_PlayerJoinRequest(string playername, NetworkPlayer view)
	{
		networkView.RPC ("Client_AddPlayerToList", RPCMode.All, playername, view);
	}
	[RPC]
	void Client_AddPlayerToList(string playername, NetworkPlayer view)
	{
		MPPlayer tempplayer = new MPPlayer();
		tempplayer.PlayerName = playername;
		tempplayer.PlayerNetwork = view;
		PlayerList.Add(tempplayer);
	}
	
	[RPC]
	void Client_RemovePlayer(NetworkPlayer view)
	{
		MPPlayer temppl = null;
		foreach(MPPlayer pl in PlayerList)
		{
			if(pl.PlayerNetwork = view)
			{
				temppl = pl;
			}
		}
		if (temppl != null)
		{
			PlayerList.Remove (temppl);
		}
	}

}

public class MPPlayer
{
	public string PlayerName = "";
	public NetworkPlayer PlayerNetwork;
	
}

Also My other script not sure if it has to do with those errors…

using UnityEngine;

using System.Collections;



public class MenuManager : MonoBehaviour

{

public string CurrentMenu;

public string MatchName = "Welcome";

public string MatchPassword;

public int MatchMaxPlayers = 32;


	
void Start()

{

CurrentMenu = "Main";

}



void OnGUI()

{

if (CurrentMenu == "Main")

Menu_Main();

if (CurrentMenu == "Lobby")

Menu_Lobby();

if (CurrentMenu == "Host")

Menu_HostGame();

}



public void NavigateTo(string nextmenu)

{

CurrentMenu = nextmenu;

}



private void Menu_Main()

{

if(GUI.Button(new Rect(10,10,200,50), "Host Game")) //GUI.Button if a method that returns a bool, needs an if block.

{

NavigateTo("Host");

}
		GUI.Label(new Rect(220, 10, 130, 30), "Player Name");
MultiPlayerManager.instance.PlayerName = GUI.TextField(new Rect(400, 10, 200, 30), MultiPlayerManager.instance.PlayerName);
}



private void Menu_HostGame()

{

if(GUI.Button(new Rect(10,10,200,50), "Back")) //Again... the if.

{

NavigateTo("Main");

}



if(GUI.Button(new Rect(10, 60, 200, 50), "Start Server"))

{
	MultiPlayerManager.instance.StartServer(MatchName, MatchPassword, MatchMaxPlayers);
	
	

}


GUI.Label(new Rect(220, 10, 130, 30), "MatchName");
MatchName = GUI.TextField(new Rect(400, 10, 200, 30), MatchName);


GUI.Label(new Rect(220, 50, 130, 30), "MatchPassword");
MatchPassword = GUI.PasswordField(new Rect(400, 50, 200, 30), MatchPassword,'*');

GUI.Label(new Rect(220, 90, 130, 30), "Match Max Players");
GUI.Label(new Rect(400, 90, 200, 30), MatchMaxPlayers.ToString());
MatchMaxPlayers = Mathf.Clamp (MatchMaxPlayers, 8, 32);

	 if(GUI.Button(new Rect(425, 90, 25, 30), "+"))
			MatchMaxPlayers += 2;
     if(GUI.Button(new Rect(450, 90, 25, 30), "-"))
			MatchMaxPlayers -= 2;
	
}

private void Menu_Lobby()

{

}

}

Capitalization, etc.

It’s Network.player, not Network.Player.

Line 66 - “==” is comparison; “=” is assignment.

Should “Network.Player” actually be “Network.player”?

Described here(unity docs).

thanks :slight_smile: