Stick this mines is mine view yours is your-

Some one should put together a post on how the right way to do the

if(!networkView.isMine)
	{
		enabled = false;
	}

or whatever it is both for js and C# so theres no confusion-

I can’t figure out which is for which and where it goes for the life of me-

Theres no organization- everyones saying go look at the reference material when that’s explained more half arsed then in here-

Someone step up and put together the bible of this stuff and lets stop all the madness…

EDIT=

With pictures-

I don’t understand what the problem is at all.
Just put that into the start function.

Start function for both js and C#???

There has to be two different sets of code- they dont work on both…or what???

so either in javascript- function start or void start for c#???

post the code for js and C# - I did what the refernce said to do and I get parse errors and I didnt before this- along with other errors-

saying void can’t be used like this- or it numms out the code below it-

Ah, I see.
C#:

using UnityEngine;
using System.Collections;

public class nameHere: MonoBehaviour 
{
    void Start()
    {
        if(!networkView.isMine)
            enabled = false;
    }
}

JS:

function Start()
{
        if(!networkView.isMine)
            enabled = false;    
}

Come to think of it, there is an example with both here: asdf

Good- hope this works- if it does we should make this part of the header for a month-

Thanks buddy-

I did this and was I suppose to deactivate the scripts in the inspector??

Now none of my movements work-

I don’t understand why this has to be so complicated-

Everything was fine til this???

I have this on the movement scripts in my cameras as well??

What am I missing??

What you are missing is what the thing is supposed to actually do. If you instantiate an object over the network, you are the owner of said object. If you are not, the script will not be enabled.

All the code files are connected to the player - what else could it be??

Isn’t there a list, like a check off list of the things to do to accomplish this, instead of scattered in 400 different posts and tutorials that are all different from the next??

I don’t get it obviously-

How exactly does the player get into the game? Is he instantiated? Or is he already in the scene. If he is already in the scene, that is the problem.

Everything has a network view on it- all the codes have their little snip- I’m connecting to the server- not sure what it could be-

Yes he is already in the scene- ok- so do I put all the instanciated componets in a folder in the project and just let the spawn script do the rest??

Yes, have prefabs for all network components and spawn them as needed.

Here is one of the best networking tutorials out there. Learn by example:
Networking zero to hero

I followed that - and it didn’t go into all this mine or yours or prefab this or that- put this here and that there- I’ll post my results

Does the connect and spawn code files get the mine and yours snip in the start function also??

No, the connect and spawn code files should not have a networkView. so yea.

Or you could check if you are the server and only do stuff if you are the server to prevent hacking and what not (dont get into this until you have a firm understanding of Networking though, it is a tough thing to do).

What about the player script??

I tested it and now I don’t get any of my effect prefabs with me-

and I can’t join with a second player-

Do I need to setup multiple spawn script for players to spawn?? like in the UDK??