Problem|Multiplayer Movement

Okay There is two sence
Sence 1: The game in my computer.
Sence 2:The game in my friend’s computer.
Now, when my friend and I playing in same room, I have problem with the movement system…
The problem is While I move right, My friend’s Player moving right too, but I his sence I see thast just my player is moving!

If he trying too move left, He see me moving left too, But from my sence, I don’t see that my player is moving!

It’s happenning when I walking left\right\forward\backward too!

HOW CAN I FIX THAT PROBLEM?
TNX For helping!.
Sorry for bad English

Please use the search function, this problem has been explained many times before.
Search for networkView.isMine and you will find plenty.

Where am I need to paste it?

That depends on your network setup.
Please read the docs on networking to fully understand why you need it.

Where is the “docs on networking”?

EDIT:
All I know is that I need to include the “networkView.isMine” in my walk script…
Am I right?

If yes, how can I do that?

EDIT:
I think I fixed it!
I include the isMine in my movement script?
That’s good, right?

UP

In every script that requires input from a user I always put this:

void Awake()
{
if (!networkview.ismine)
enabled=false;
}

Also, you need to do the same in the cameras, so everyuser only has his own camera active.

I Put This In My Script:
void Awake()
{
if (!networkview.ismine)
enabled=false;
}
And It’s Making Some Error’s?

Look at my las post,
I wrote that:

That’s good, right?

I Put This In My Script:
void Awake()
{
if (!networkview.ismine)
enabled=false;
}
And It’s Making Some Error’s?

Look at my las post,
I wrote that:

That’s good, right?

Okay I Fix THAT!
But I have problem with the camera…
My script is “MouseLook”.
I want to make that in my room-server, When there is two player in one room, Two camera will not will makes problem’s.
How can I do that?

It’s the same problem as you had and you will have more later on in the development, a few posts back i advised you to read the docs to understand why you need it. If you understand you would know now what to do.

I include it, And this is what I have:

using UnityEngine;
using System.Collections;

/// MouseLook rotates the transform based on the mouse delta.
/// Minimum and Maximum values can be used to constrain the possible rotation

/// To make an FPS style character:
/// - Create a capsule.
/// - Add the MouseLook script to the capsule.
///   -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
/// - Add FPSInputController script to the capsule
///   -> A CharacterMotor and a CharacterController component will be automatically added.

/// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
/// - Add a MouseLook script to the camera.
///   -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
[AddComponentMenu("Camera-Control/Mouse Look")]
public class MouseLook : MonoBehaviour {

	public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
	public RotationAxes axes = RotationAxes.MouseXAndY;
	public float sensitivityX = 15F;
	public float sensitivityY = 15F;

	public float minimumX = -360F;
	public float maximumX = 360F;

	public float minimumY = -60F;
	public float maximumY = 60F;
	public Camera camera = null;
	
	float rotationY = 0F;

	void Update ()
	{
		[COLOR="red"]if(networkView.isMine)[/COLOR]
		{
  		  	camera.camera.enabled=false;  
			if (axes == RotationAxes.MouseXAndY)
			{
				float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
				
				rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
				rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
				
				transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
			}
			else if (axes == RotationAxes.MouseX)
				{
				transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
			}
			else
			{
				rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
				rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
				
				transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
			}
		}
	}
	
	void Start ()
	{
		// Make the rigid body not change rotation
		if (rigidbody)
			rigidbody.freezeRotation = true;
	}
}

THE PROBLEM IS:
There is:
Player 1—>Camera 1 I Am
Player 2—>Camera 2 Friend

The problem is that when there is in the server-room me and a friend,My camera is his camera, And his camera is Mine! (Player 1—>Camera 2 Player 2—>Camera1 And it’s not good!)
it’s need to be:

Why is like that?
How can I fix that?
How can I do that his camera is his camera and my camera is my camera?

UP.

returning to your old habits ?
like we have told you over and over, there is absulutely no point in bumping a thread without additional info.
the solution was given but yet again you fail to understand.

There is no solution yet!
I don’t gave me solution to the camera script, I tried to fix it with isMine but it’s doesn’t works!.

UP