Multiplayer Syncronize UNET

Hi folks,

currently i am trying to create a simple UNET project.

Starting a server (dedicated or host) and connecting with clients just works fine.

The next step would be adding a player with a normal first person controller and a character motor.

To syncronize or make them work, i’ve read that i just need to add on a playerprefab:

  • Network Identity (which is added on the playerprefab) with “Local Player Authority”
  • Network Transform (set to Sync Transform)

but it ain’t simple as that. when i connect with two clients i the following problem, regardless if i am using dedicated or host server, that the playerobjects will syncronize not only on the server, but even on every client.
so spoken, if a move a player on Client A, it will be moved on Client B, too and vice versa.

i’ve added my inspectorsetup as screeshots.

the solution has been found after several trying:

  • make a Script, attach it to the player object, derivate from NetworkBehaviour

in the script, add:
[SerializeField]
Camera myCam;

Assign the objects from the player object (e.g. camera in prefab)
disable it on the prefab

in its Start()-call

if(isLocalPlayer)
myCam.enable = true;

this works for the controller scripts, too.