# Networking problem...

**URL:** https://discussions.unity.com/t/networking-problem/414184
**Category:** Multiplayer & Networking
**Created:** [May 20, 2010, 6:21pm UTC](https://discussions.unity.com/t/networking-problem/414184 "2010-05-20T18:21:17Z")
**Posts on this page:** 9
**Page:** 1

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### Author: ![descenderdante](https://dub1.discourse-cdn.com/unity/user_avatar/discussions.unity.com/descenderdante/32/934017_2.png) [@descenderdante](https://discussions.unity.com/u/descenderdante)
#### Post date: [May 20, 2010, 6:21pm UTC](https://discussions.unity.com/t/networking-problem/414184/1 "2010-05-20T18:21:17Z")

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Hello my name is john and i have been developing a multiplayer raceing game i got 2 problems

1)i don’t know when I’m soposed to spawn my server and the client

2)if i spawn the player the player useing a start function i get control of the other player car…i tried useing networkView.isMine function but it’s just blocking my whole car script…

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### Author: ![anon\_1964128](https://avatars.discourse-cdn.com/v4/letter/a/71c47a/32.png) [@anon\_1964128](https://discussions.unity.com/u/anon_1964128)
#### Post date: [May 21, 2010, 10:14am UTC](https://discussions.unity.com/t/networking-problem/414184/2 "2010-05-21T10:14:12Z")

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1. You decide 😄
2. use !networkView.isMine and disable the component of ur opponent’s script.

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<div class="post-metadata">

### Author: ![descenderdante](https://dub1.discourse-cdn.com/unity/user_avatar/discussions.unity.com/descenderdante/32/934017_2.png) [@descenderdante](https://discussions.unity.com/u/descenderdante)
#### Post date: [May 21, 2010, 10:52am UTC](https://discussions.unity.com/t/networking-problem/414184/3 "2010-05-21T10:52:31Z")

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But if i disable the disable the component the car won’t work at all

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### Author: ![larus](https://avatars.discourse-cdn.com/v4/letter/l/5daacb/32.png) [@larus](https://discussions.unity.com/u/larus)
#### Post date: [May 21, 2010, 2:55pm UTC](https://discussions.unity.com/t/networking-problem/414184/4 "2010-05-21T14:55:56Z")

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1. You can spawn the player right when the client connects or server initializes (if the server is a player). You would probably want new clients to get up to speed, receive all updates etc before spawning themselves. You could also do a setup phase where everyone connects and then when everyone is connected and set up they spawn.

2. You could modify your car script so that Network.isMine only controls if the user input is handled, all other code is still active. If it is owned by another player then updates will come over the network and all local input should be ignored.

```auto
function FixedUpdate () {
	if (networkView.isMine)
		QueryAndHandleUserInput();
	HandlePhysics();
	UpdateWheels();
	UpdateAudio();
}

```

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<div class="post-metadata">

### Author: ![descenderdante](https://dub1.discourse-cdn.com/unity/user_avatar/discussions.unity.com/descenderdante/32/934017_2.png) [@descenderdante](https://discussions.unity.com/u/descenderdante)
#### Post date: [May 22, 2010, 6:58am UTC](https://discussions.unity.com/t/networking-problem/414184/5 "2010-05-22T06:58:11Z")

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That worked thank you… 😄

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### Author: ![nevaran\_1](https://dub1.discourse-cdn.com/unity/user_avatar/discussions.unity.com/nevaran_1/32/494812_2.png) [@nevaran\_1](https://discussions.unity.com/u/nevaran_1)
#### Post date: [May 23, 2010, 7:29pm UTC](https://discussions.unity.com/t/networking-problem/414184/6 "2010-05-23T19:29:49Z")

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yyeah…and how do we make a own server so it can work properly… :?: :?: :?: ☹

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<div class="post-metadata">

### Author: ![anon\_1964128](https://avatars.discourse-cdn.com/v4/letter/a/71c47a/32.png) [@anon\_1964128](https://discussions.unity.com/u/anon_1964128)
#### Post date: [May 23, 2010, 10:58pm UTC](https://discussions.unity.com/t/networking-problem/414184/7 "2010-05-23T22:58:53Z")

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> [@""](#):
>
> yyeah…and how do we make a own server so it can work properly… :?: :?: :?: ☹

You can let the players that open the room to host their room with [Unity - Scripting API: MasterServer.RegisterHost](http://unity3d.com/support/documentation/ScriptReference/MasterServer.RegisterHost.html)

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### Author: ![nevaran\_1](https://dub1.discourse-cdn.com/unity/user_avatar/discussions.unity.com/nevaran_1/32/494812_2.png) [@nevaran\_1](https://discussions.unity.com/u/nevaran_1)
#### Post date: [July 29, 2010, 4:10pm UTC](https://discussions.unity.com/t/networking-problem/414184/8 "2010-07-29T16:10:17Z")

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that doesnt work…i wanted to use raknet but someone told me(dont remember who) to use the unity master server(didnt understand that) but i found a good tutorial on youtube about the game lobby multiplayer and stuff but the lobby script isnt full, have a look at it and if u can finish it somehow…

P.S. the script gives most errors because of other scripts missing or maybe a few whrong whrute coding 😉

[357506–12423–$gamelobby\_201.cs](https://discussions.unity.com/uploads/short-url/r7kv9JZRCG5M4WbBz2JjPnS5WxB.cs) (2.95 KB)

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<div class="post-metadata">

### Author: ![nevaran\_1](https://dub1.discourse-cdn.com/unity/user_avatar/discussions.unity.com/nevaran_1/32/494812_2.png) [@nevaran\_1](https://discussions.unity.com/u/nevaran_1)
#### Post date: [July 29, 2010, 4:12pm UTC](https://discussions.unity.com/t/networking-problem/414184/9 "2010-07-29T16:12:35Z")

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ow yeah and now i work with C#… ☹
