Hi
I have followed a tutorial on how too make a fps game into multiplayer.
Here is 2 scripts, the first is the lobby, and the second is about networking.
I get 0 errors but some functions are not working.
- the button “save name” is not showing up.
- The list off matches too join dont show at all.
- in the tutorial, im supposed to build two games, and its supposed to show that 2 players are in the same “match room”, if joined and excisting match.
- Im also not able too choose player name, and that is supposed to work.
So i attatch the MenuManager too the main camera, and the MultiplayerManager too a empty game object called the same, With also a networkview Component.
So are the anyone here that can help me out, see what wrong in the scripts? I have gone through the same tutorial for hours, for looking for errors, or something miss spelled. If someone could help me find out what is typed wrong i would really appreciate it.
I dont get errors in the console, only the functions mentioned above, work in the tutorial but not for me.
The lobby Menu script
using UnityEngine;
using System.Collections;
public class MenuManager : MonoBehaviour
{
public string CurrentMenu;
public string MatchName = "";
public string MatchPassword = "";
public int MatchMaxPlayers = 32;
private Vector2 ScrollLobby = Vector2.zero;
void Start()
{
CurrentMenu = "Main";
MatchName = "Choose Match Name " + Random.Range(0, 5000);
}
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"))
{
NavigateTo("Host");
}
if (GUI.Button(new Rect(10, 70, 200, 50), "Refresh"))
{
MasterServer.RequestHostList("DeathMatch");
}
GUI.Label(new Rect(220, 10, 130, 30), "Player Name");
MultiplayerManager.instance.PlayerName = GUI.TextField(new Rect(350, 10, 150, 30), MultiplayerManager.instance.PlayerName);
if (GUI.Button(new Rect(510, 10, 100, 30), "Save Name"))
{
PlayerPrefs.SetString("PlayerName", MultiplayerManager.instance.PlayerName);
}
GUILayout.BeginArea(new Rect(Screen.width - 400, 0, 400, Screen.height), "server list", "box");
GUILayout.Space(20);
foreach (HostData match in MasterServer.PollHostList())
{
GUILayout.BeginHorizontal("Box");
GUILayout.Label(match.gameName);
if (GUILayout.Button("Connect"))
{
Network.Connect(match);
}
GUILayout.EndHorizontal();
}
GUILayout.EndArea();
}
private void Menu_HostGame()
{
//Buttons Host Game
if (GUI.Button(new Rect(10, 10, 200, 50), "Back"))
{
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), "Match Name");
MatchName = GUI.TextField(new Rect(400, 10, 200, 30), MatchName);
GUI.Label(new Rect(220, 50, 130, 30), "Match Password");
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()
{
ScrollLobby = GUILayout.BeginScrollView(ScrollLobby, GUILayout.MaxWidth(200));
foreach (MPPlayer p1 in MultiplayerManager.instance.PlayerList)
{
GUILayout.Box(p1.PlayerName);
}
GUILayout.EndScrollView();
}
void OnServerInitialized()
{
NavigateTo("Lobby");
}
void OnConnectedToServer()
{
NavigateTo("Lobby");
}
}
Here is the MultiplayerManager script
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;
PlayerName = PlayerPrefs.GetString("PlayerName");
}
public void StartServer(string servername, string serverpassword, int maxusers)
{
MatchName = servername;
MatchPassword = serverpassword;
MatchMaxUsers = maxusers;
Network.InitializeServer(MatchMaxUsers, 2550, false);
MasterServer.RegisterHost("DeathMatch", MatchName, "");
//Network.InitializeSecurity();
}
void OnServerInitialized()
{
Server_PlayerJoinRequest(PlayerName, Network.player);
}
void OnConnectedToServer()
{
networkView.RPC("Server_PlayerJoinRequest", RPCMode.Server, PlayerName, 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 p1 in PlayerList)
{
if (p1.PlayerNetwork == view)
{
temppl = p1;
}
}
if (temppl != null) {
PlayerList.Remove(temppl);
}
}
}