Hello everyone. Here’s a question. When I test the game as a host, my player has the all network parameters enabled.
But as soon as I log in as a client, the player has these parameters.
Should it be like this? My scripts work for the host, but not for the client.
Player prefab has a network object component. Player prefab is set to player prefab
yes that looks normal, every networked item (eg every item you wish to sync) has to have a network component, in this case its showing you you are a player
For the host, all parameters are enabled.
IsSpawned V
IsLocalPlayer V
IsOwner V
IsOwnerByServer V
IsPlayerObject V
For the client only included
IsSpawned V
IsPlayerObject V
I mean this. Is it normal?
If you get these values on the host instance, from the host and client player respectively, then that seems correct.
If you look at the client player’s object on the client instance, then it should have the owner status provided you want transform changes to be client authoritative. Otherwise you have to send an RPC to the server to tell it to move the client’s player object (server authoritative).