Hello,
NOTE: I am not sure if it IS the new input system’s fault, but I am not willing to revert my game to work with the old input system to do any tests to find out for sure, as there should be a solution for my problem regardless.
TLDR: My joystick is controlling all clients. But my keyboard works as intended and controls each client individually. Strange thing is, both keyboard and joystick schemes are running under the same input action.
This isn’t the first time I’ve handled multiplayer movement. In another project, I have clients using the new input system with joysticks working as intended.
SO. That said, I use Photon and I am positive that I’ve blocked off all unnecessary code with PhotonView.IsMine or IsLocalPlayer effectively making the keyboard and mouse scheme operate as intended… But not the joystick which should work interchangeably using the new input system… Any Ideas?
Note: I have done debug logs and the code is only running the movement code on the clients I want them to. In fact, I destroy the scripts I don’t use on my clients (which the input script is one of them)
Note: Even if I completely remove the input script at runtime (from the player) both players still move so im getting some really odd behavior that likely isn’t related to pun, but I was wondering if anyone had some similar or exact issue before?
Thank you for your time!