PlayerHpBar doesnt work in windows build, but in Unity Editor

Hey,
got a little problem here :face_with_spiral_eyes:

This is the situation:

  1. Player A Connects
  2. Player B Connects.

Player A sees Healthbars correct.
1394201--71984--$cam1.png

Player B only sees his own Healthbar (if game is running in built *.exe)
1394201--71985--$cam2.png

if Player B’s game is running in UnityEditor, he doesnt suffer from the problems in exe build and everything works right.
1394201--71986--$cam3.png

my idea was to set references again OnNetworkPlayerJoin (I am using Tnet) with

but it didnt change things.

im confused, hope you’re not :sunglasses:

var tno:TNObject;
var refToPlayer : Player_Status;
var adjustment : float= 2.3f;
var customSkin:GUISkin;
var worldPosition : Vector3= new Vector3();
var screenPosition : Vector3= new Vector3();
var myTransform : Transform;
var myCamera : Camera;
private var healthBarHeight : int= 5;
private var healthBarLeft : int= 110;
private var barTop : int= 1;
private var myStyle : GUIStyle= new GUIStyle();
var myCam : GameObject;




function Awake() 

{
    myTransform = transform;
}

function Start(){
	tno=GetComponent(TNObject);
	myCamera =Camera.main;
    refToPlayer = GetComponent(Player_Status); 
	myCam = GameObject.FindGameObjectWithTag("MainCamera");
}

function OnNetworkPlayerJoin(p:Player){
	//tno.Send("sendHealthBar",p,myCamera,refToPlayer,myCam);
	//sendHealthBar(myCamera,refToPlayer,myCam);
}

function OnGUI()
{
	if(customSkin)
		GUI.skin=customSkin;

    worldPosition = new Vector3(myTransform.position.x, myTransform.position.y + adjustment,myTransform.position.z);
	screenPosition = myCamera.WorldToScreenPoint(worldPosition);

    

    //creating a ray that will travel forward from the camera's position    

    var ray = new Ray (myCam.transform.position, transform.forward);

    var hit : RaycastHit;

    var forward = transform.TransformDirection(Vector3.forward);

    var distance = Vector3.Distance(myCam.transform.position, transform.position); //gets the distance between the camera, and the intended target we want to raycast to

    

    //if something obstructs our raycast, that is if our characters are no longer 'visible,' dont draw their health on the screen.

    if (!Physics.Raycast(ray, hit, distance))

    {

        GUI.color = Color.red;

        GUI.HorizontalScrollbar(Rect (screenPosition.x - healthBarLeft / 2, Screen.height - screenPosition.y - barTop, 100, 0), 0, refToPlayer.health, 0, refToPlayer.maxHealth); //displays a healthbar
		
		
        GUI.color = Color.white;
		GUI.Label(Rect (screenPosition.x - healthBarLeft / 2, Screen.height - screenPosition.y - barTop-15, 400, 100), "myCam: "+myCam+" myCamera: "+myCamera);
        GUI.contentColor = Color.white;                 

        GUI.Label(Rect(screenPosition.x - healthBarLeft / 2+30, Screen.height - screenPosition.y - barTop-2, 100, 100), ""+refToPlayer.health.ToString("0")+"/"+refToPlayer.maxHealth); //displays health in text format

    }

}

@RFC
function sendHealthBar(camera_:Camera,refToPlayer_:Player_Status,myCam_:GameObject )
{
	myCamera = Camera.main;
    refToPlayer = refToPlayer_;
	myCam = GameObject.FindGameObjectWithTag("MainCamera");
}

/push