Networking Work in progress+FPS

have an interesting prject i’m working on, with diff elements, not all work 100% but i’m improving it as i go, it includes looping terrain and customized ragdolls, and fps elements, enjoy it here
edit forgot to mention a few things:
in ship-g to bring down wings and enable weapons, same setup as player. tilde-1-2 tilde is big bomb, 1 is rocket, and for some reason 2 i have box spawner still, shift e is self destruct, and when wings are down and gravity on vehicle is disabled, you are thrown, otherwise you exit normally and you better run :stuck_out_tongue:
also ship model credit goes to sync1b

Amazing work, dude. I was working on something similar, but the lack of experience in networking led me to postpone the project.

Do you have plans on making the source available, or even better, some tutorial? :wink:

I think the best part was ramping the ship off the hill at a ridiculous speed and then jumping out.

second that.

only thing wrong with it right now is that i cant get the ship to work multi right now, everything else works fine, and yeah…that stuff is fun…
fyi-shift-e is eject-that activates ship self destruct, and as far as networking, just modified networking example and worked with rpc calls

rpc calls?

http://unity3d.com/support/documentation/Components/net-RPCDetails.html

On brief examination I can’t tell what the hell thats all about but I’ll have to really examine it further later.

RPC Calls are real easy, just make sure you have a networkview on your object(prefab) and when one is Network instantiated, on any script on that object, use (in js) @RPC before the function you want to be a network function
and to send stuff to it, you use networkView.RPC(“Function Name”, value);