Third Person Controller - Network

Hi Everybody,

Im starting to learn about networking, i want to update a game im making with network functionality.

First off, im using the Third Person Controller script with character controller.

I have done the easy part, Conection / Master Server and is working.

My problem now is update the Third Person Controller script to make it work in network.

I learn how to control animations, stg like this :

if (Input.GetButtonDown("walk")) {
networkView.RPC("Walk", RPCMode.All);
}

@RPC
function Walk() {
animation.Play("walk");

}

but the Third Person Controller script is a bit complex to my understand so i want to ask you guys if you have a easy explanation of how to know what part i have to update in the script.

I didn’t modify the Third Person Controller script, just i want to update it with the network function.

In case, here is the Third Person Controller script.

// Require a character controller to be attached to the same game object
@script RequireComponent(CharacterController)

public var idleAnimation : AnimationClip;
public var walkAnimation : AnimationClip;
public var runAnimation : AnimationClip;
public var jumpPoseAnimation : AnimationClip;

public var walkMaxAnimationSpeed : float = 0.75;
public var trotMaxAnimationSpeed : float = 1.0;
public var runMaxAnimationSpeed : float = 1.0;
public var jumpAnimationSpeed : float = 1.15;
public var landAnimationSpeed : float = 1.0;

private var _animation : Animation;

enum CharacterState {
	Idle = 0,
	Walking = 1,
	Trotting = 2,
	Running = 3,
	Jumping = 4,
}

private var _characterState : CharacterState;

// The speed when walking
var walkSpeed = 2.0;
// after trotAfterSeconds of walking we trot with trotSpeed
var trotSpeed = 4.0;
// when pressing "Fire3" button (cmd) we start running
var runSpeed = 6.0;

var inAirControlAcceleration = 3.0;

// How high do we jump when pressing jump and letting go immediately
var jumpHeight = 0.5;

// The gravity for the character
var gravity = 20.0;
// The gravity in controlled descent mode
var speedSmoothing = 10.0;
var rotateSpeed = 500.0;
var trotAfterSeconds = 3.0;

var canJump = true;

private var jumpRepeatTime = 0.05;
private var jumpTimeout = 0.15;
private var groundedTimeout = 0.25;

// The camera doesnt start following the target immediately but waits for a split second to avoid too much waving around.
private var lockCameraTimer = 0.0;

// The current move direction in x-z
private var moveDirection = Vector3.zero;
// The current vertical speed
private var verticalSpeed = 0.0;
// The current x-z move speed
private var moveSpeed = 0.0;

// The last collision flags returned from controller.Move
private var collisionFlags : CollisionFlags; 

// Are we jumping? (Initiated with jump button and not grounded yet)
private var jumping = false;
private var jumpingReachedApex = false;

// Are we moving backwards (This locks the camera to not do a 180 degree spin)
private var movingBack = false;
// Is the user pressing any keys?
private var isMoving = false;
// When did the user start walking (Used for going into trot after a while)
private var walkTimeStart = 0.0;
// Last time the jump button was clicked down
private var lastJumpButtonTime = -10.0;
// Last time we performed a jump
private var lastJumpTime = -1.0;


// the height we jumped from (Used to determine for how long to apply extra jump power after jumping.)
private var lastJumpStartHeight = 0.0;


private var inAirVelocity = Vector3.zero;

private var lastGroundedTime = 0.0;


private var isControllable = true;

function Awake ()
{
	moveDirection = transform.TransformDirection(Vector3.forward);
	
	_animation = GetComponent(Animation);
	if(!_animation)
		Debug.Log("The character you would like to control doesn't have animations. Moving her might look weird.");
	
	/*
public var idleAnimation : AnimationClip;
public var walkAnimation : AnimationClip;
public var runAnimation : AnimationClip;
public var jumpPoseAnimation : AnimationClip;	
	*/
	if(!idleAnimation) {
		_animation = null;
		Debug.Log("No idle animation found. Turning off animations.");
	}
	if(!walkAnimation) {
		_animation = null;
		Debug.Log("No walk animation found. Turning off animations.");
	}
	if(!runAnimation) {
		_animation = null;
		Debug.Log("No run animation found. Turning off animations.");
	}
	if(!jumpPoseAnimation  canJump) {
		_animation = null;
		Debug.Log("No jump animation found and the character has canJump enabled. Turning off animations.");
	}
			
}


function UpdateSmoothedMovementDirection ()
{
	var cameraTransform = Camera.main.transform;
	var grounded = IsGrounded();
	
	// Forward vector relative to the camera along the x-z plane	
	var forward = cameraTransform.TransformDirection(Vector3.forward);
	forward.y = 0;
	forward = forward.normalized;

	// Right vector relative to the camera
	// Always orthogonal to the forward vector
	var right = Vector3(forward.z, 0, -forward.x);

	var v = Input.GetAxisRaw("Vertical");
	var h = Input.GetAxisRaw("Horizontal");

	// Are we moving backwards or looking backwards
	if (v < -0.2)
		movingBack = true;
	else
		movingBack = false;
	
	var wasMoving = isMoving;
	isMoving = Mathf.Abs (h) > 0.1 || Mathf.Abs (v) > 0.1;
		
	// Target direction relative to the camera
	var targetDirection = h * right + v * forward;
	
	// Grounded controls
	if (grounded)
	{
		// Lock camera for short period when transitioning moving  standing still
		lockCameraTimer += Time.deltaTime;
		if (isMoving != wasMoving)
			lockCameraTimer = 0.0;

		// We store speed and direction seperately,
		// so that when the character stands still we still have a valid forward direction
		// moveDirection is always normalized, and we only update it if there is user input.
		if (targetDirection != Vector3.zero)
		{
			// If we are really slow, just snap to the target direction
			if (moveSpeed < walkSpeed * 0.9  grounded)
			{
				moveDirection = targetDirection.normalized;
			}
			// Otherwise smoothly turn towards it
			else
			{
				moveDirection = Vector3.RotateTowards(moveDirection, targetDirection, rotateSpeed * Mathf.Deg2Rad * Time.deltaTime, 1000);
				
				moveDirection = moveDirection.normalized;
			}
		}
		
		// Smooth the speed based on the current target direction
		var curSmooth = speedSmoothing * Time.deltaTime;
		
		// Choose target speed
		//* We want to support analog input but make sure you cant walk faster diagonally than just forward or sideways
		var targetSpeed = Mathf.Min(targetDirection.magnitude, 1.0);
	
		_characterState = CharacterState.Idle;
		
		// Pick speed modifier
		if (Input.GetKey (KeyCode.LeftShift) | Input.GetKey (KeyCode.RightShift))
		{
			targetSpeed *= runSpeed;
			_characterState = CharacterState.Running;
		}
		else if (Time.time - trotAfterSeconds > walkTimeStart)
		{
			targetSpeed *= trotSpeed;
			_characterState = CharacterState.Trotting;
		}
		else
		{
			targetSpeed *= walkSpeed;
			_characterState = CharacterState.Walking;
		}
		
		moveSpeed = Mathf.Lerp(moveSpeed, targetSpeed, curSmooth);
		
		// Reset walk time start when we slow down
		if (moveSpeed < walkSpeed * 0.3)
			walkTimeStart = Time.time;
	}
	// In air controls
	else
	{
		// Lock camera while in air
		if (jumping)
			lockCameraTimer = 0.0;

		if (isMoving)
			inAirVelocity += targetDirection.normalized * Time.deltaTime * inAirControlAcceleration;
	}
	

		
}


function ApplyJumping ()
{
	// Prevent jumping too fast after each other
	if (lastJumpTime + jumpRepeatTime > Time.time)
		return;

	if (IsGrounded()) {
		// Jump
		// - Only when pressing the button down
		// - With a timeout so you can press the button slightly before landing		
		if (canJump  Time.time < lastJumpButtonTime + jumpTimeout) {
			verticalSpeed = CalculateJumpVerticalSpeed (jumpHeight);
			SendMessage("DidJump", SendMessageOptions.DontRequireReceiver);
		}
	}
}


function ApplyGravity ()
{
	if (isControllable)	// don't move player at all if not controllable.
	{
		// Apply gravity
		var jumpButton = Input.GetButton("Jump");
		
		
		// When we reach the apex of the jump we send out a message
		if (jumping  !jumpingReachedApex  verticalSpeed <= 0.0)
		{
			jumpingReachedApex = true;
			SendMessage("DidJumpReachApex", SendMessageOptions.DontRequireReceiver);
		}
	
		if (IsGrounded ())
			verticalSpeed = 0.0;
		else
			verticalSpeed -= gravity * Time.deltaTime;
	}
}

function CalculateJumpVerticalSpeed (targetJumpHeight : float)
{
	// From the jump height and gravity we deduce the upwards speed 
	// for the character to reach at the apex.
	return Mathf.Sqrt(2 * targetJumpHeight * gravity);
}

function DidJump ()
{
	jumping = true;
	jumpingReachedApex = false;
	lastJumpTime = Time.time;
	lastJumpStartHeight = transform.position.y;
	lastJumpButtonTime = -10;
	
	_characterState = CharacterState.Jumping;
}

function Update() {
	
	if (!isControllable)
	{
		// kill all inputs if not controllable.
		Input.ResetInputAxes();
	}

	if (Input.GetButtonDown ("Jump"))
	{
		lastJumpButtonTime = Time.time;
	}

	UpdateSmoothedMovementDirection();
	
	// Apply gravity
	// - extra power jump modifies gravity
	// - controlledDescent mode modifies gravity
	ApplyGravity ();

	// Apply jumping logic
	ApplyJumping ();
	
	// Calculate actual motion
	var movement = moveDirection * moveSpeed + Vector3 (0, verticalSpeed, 0) + inAirVelocity;
	movement *= Time.deltaTime;
	
	// Move the controller
	var controller : CharacterController = GetComponent(CharacterController);
	collisionFlags = controller.Move(movement);
	
	// ANIMATION sector
	if(_animation) {
		if(_characterState == CharacterState.Jumping) 
		{
			if(!jumpingReachedApex) {
				_animation[jumpPoseAnimation.name].speed = jumpAnimationSpeed;
				_animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;
				_animation.CrossFade(jumpPoseAnimation.name);
			} else {
				_animation[jumpPoseAnimation.name].speed = -landAnimationSpeed;
				_animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;
				_animation.CrossFade(jumpPoseAnimation.name);				
			}
		} 
		else 
		{
			if(controller.velocity.sqrMagnitude < 0.1) {
				_animation.CrossFade(idleAnimation.name);
			}
			else 
			{
				if(_characterState == CharacterState.Running) {
					_animation[runAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0, runMaxAnimationSpeed);
					_animation.CrossFade(runAnimation.name);	
				}
				else if(_characterState == CharacterState.Trotting) {
					_animation[walkAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0, trotMaxAnimationSpeed);
					_animation.CrossFade(walkAnimation.name);	
				}
				else if(_characterState == CharacterState.Walking) {
					_animation[walkAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0, walkMaxAnimationSpeed);
					_animation.CrossFade(walkAnimation.name);	
				}
				
			}
		}
	}
	// ANIMATION sector
	
	// Set rotation to the move direction
	if (IsGrounded())
	{
		
		transform.rotation = Quaternion.LookRotation(moveDirection);
			
	}	
	else
	{
		var xzMove = movement;
		xzMove.y = 0;
		if (xzMove.sqrMagnitude > 0.001)
		{
			transform.rotation = Quaternion.LookRotation(xzMove);
		}
	}	
	
	// We are in jump mode but just became grounded
	if (IsGrounded())
	{
		lastGroundedTime = Time.time;
		inAirVelocity = Vector3.zero;
		if (jumping)
		{
			jumping = false;
			SendMessage("DidLand", SendMessageOptions.DontRequireReceiver);
		}
	}
}

function OnControllerColliderHit (hit : ControllerColliderHit )
{
//	Debug.DrawRay(hit.point, hit.normal);
	if (hit.moveDirection.y > 0.01) 
		return;
}

function GetSpeed () {
	return moveSpeed;
}

function IsJumping () {
	return jumping;
}

function IsGrounded () {
	return (collisionFlags  CollisionFlags.CollidedBelow) != 0;
}

function GetDirection () {
	return moveDirection;
}

function IsMovingBackwards () {
	return movingBack;
}

function GetLockCameraTimer () 
{
	return lockCameraTimer;
}

function IsMoving ()  : boolean
{
	return Mathf.Abs(Input.GetAxisRaw("Vertical")) + Mathf.Abs(Input.GetAxisRaw("Horizontal")) > 0.5;
}

function HasJumpReachedApex ()
{
	return jumpingReachedApex;
}

function IsGroundedWithTimeout ()
{
	return lastGroundedTime + groundedTimeout > Time.time;
}

function Reset ()
{
	gameObject.tag = "Player";
}

I hope someone understand and can give me some tips to lear how to make it.

thanks :slight_smile:

My advice … simplify it … alot … to start with.
Create a new script that replaces this one and just add simple movement.
Your making the task alot harder then it needs to be.
Grab the script that’s in the docs with the Character Controller.
Try and get that one working for multiplayer.
Once you figured it out, it’s ‘easy’ to modify this one.

The best way to do it is to completely de-couple movement animation logic from actual movement/movement input logic, and just sync the transform, and let each client simulate the movement animations locally based on transform changes.

Thanks! well, i remake from 0 the control making it more easy.

here what i have.

@script RequireComponent(CharacterController)



var velocity = 5.0;

var gravity = 20.0;

var Player : GameObject;



public var idleAnimation : AnimationClip;

public var walkAnimation : AnimationClip;



private var deltaDirection : Vector3;



function Update(){

  

 var controller : CharacterController = GetComponent(CharacterController);

if (controller.isGrounded){

   Player.transform.eulerAngles.y += Input.GetAxis("Horizontal");  

   deltaDirection = Vector3(0, 0,Input.GetAxis("Vertical"));

   deltaDirection = Player.transform.TransformDirection(deltaDirection);

   deltaDirection *= velocity;



   

  }



  deltaDirection.y -= gravity * Time.deltaTime;

  controller.Move(deltaDirection * Time.deltaTime); 



if(Input.GetAxis("Vertical") != 0){

   

     networkView.RPC("Walk",RPCMode.All, Player);

  }

     else{  

       networkView.RPC("Idle", RPCMode.All, Player);

    }



 }



@RPC

function Walk() {

Player.animation.CrossFade("walkAnimation");

}



@RPC

function Idle() {

Player.animation.CrossFade("idleAnimation");

}

The network conection is working, same to the transform. but the character don’t play the animations so i think i have a problem in the Idle and walk function.

I forgot to mention also that you have to choose between authoritative and non-authoritative movement.
And yes, de-couple the transform and the animations ( would make it easier to troubleshoot ).
You also need to add inter/extra polation for smooth movement, the networking example on the Unity resources site has an example.

Thanks appels,

I checked the Network resources examples and saw that they are using a lot of scripts for make it works.

Network Interpolated Transform
Network Sync Animation
Third Person Network Init ← I think this one is for block the control of the remote PC

And the control is separate in ThirdPersonController and ThirdPersonSimpleAnimation so is like need to separate the network control in 5 o 6 scripts and isn’t easy to understand :frowning:

Lots of problems here.

First, you definitely don’t want to be sending RPC’s like that. You’re sending an RPC every frame even if that animation is already playing (at which point there’s no need to send it again). 60-400 RPC’s per second is absolutely going to choke the network, you generally should try to stick to 15 network messages per second. But that’s besides the point, like I said before, you shouldn’t be using RPC’s at all.

Second, Unless you’re disabling this script on prefabs that are not owned by the local player, every network player will be able to control this object.

Third,
Player.animation.CrossFade(“walkAnimation”);
would only work if the actual animation clip was literally named “walkAnimation”. You’re using a variable, and it needs a string, so you need to get the clip’s name:
Player.animation.CrossFade(walkAnimation.name);

Third, don’t use RPC’s, or try to sync the animation at all. If you’re syncing the transform, then the remote client knows the prefab is moving, so just calculate how fast its moving, and simulate the animation locally, without needing to send any network messages.

Here’s an example, with said fixes:

@script RequireComponent(CharacterController)

var velocity = 5.0;
var velJump = 8.0;
var gravity = 20.0; 

var player : GameObject;

public var idleAnimation : AnimationClip;
public var walkAnimation : AnimationClip;

private var deltaDirection : Vector3;
private var trVelocity : Vector3;
private var prevPos : Vector3;

function FixedUpdate (){
	//calculate transform velocity, because remote prefabs won't have access to controller.velocity
    trVelocity = (player.transform.position - prevPos)/Time.deltaTime;
    prevPos = player.transform.position;
}

function Update(){

	if(NetworkView.isMine){ //restrict movement input to only the owner of the prefab

		var controller : CharacterController = GetComponent(CharacterController);

		if (controller.isGrounded){
		   player.transform.eulerAngles.y += Input.GetAxis("Horizontal");   
		   deltaDirection = Vector3(0, 0,Input.GetAxis("Vertical"));
		   deltaDirection = Player.transform.TransformDirection(deltaDirection);
		   deltaDirection *= velocity;
		}

		deltaDirection.y -= gravity * Time.deltaTime;
		controller.Move(deltaDirection * Time.deltaTime); 

	}
	
	//play animations locally, based on transform velocity
	trVelocity.y = 0; //set trVelocity y to zero, so we're only worried about the prefabs movement on the x plane
	if(trVelocity.magnitude > 0.1){ //this prefab is moving, play the walk anim
		player.animation.CrossFade(walkAnimation.name);
	}	
	else{ //this prefab is stopped, play the idle anim
		player.animation.CrossFade(idleAnimation.name);
	}
	
}

Hi Legend 411,

Thanks a lot for the help,

I got some errors but i fix them. The idle animation is working now, but not the walk.

I mean, in the Local PC works both animations, but in the remote PC only work the Idle, and don’t play the walk animation.

mmm, In the remote PC can see that the player move but don’t play the walk animation.

Hmm that is indeed weird, if you’re using the same code that I posted. What if you Debug.Log(trVelocity.magnitude), down near the animation logic?

im getting in the notebook lower FPS that in the PC, that can be the problem?

Legend411, Thank you very much for your help i will try out more about the control.

Actually i have 2 characters, so if the NetworkView.IsMine i got the P1 controls else i controll the P2, can work’s with a stg like this?

I tried it but did’t works.

I added

var player_1 : GameObject;
var player_2 : GameObject;

private var deltaDirection_1 : Vector3;
private var trVelocity_1 : Vector3;
private var prevPos_1 : Vector3;

private var deltaDirection_2 : Vector3;
private var trVelocity_2 : Vector3;
private var prevPos_2 : Vector3;

but i guess that my problem now is that this

trVelocity_1.y = 0;
if(trVelocity_1.magnitude > 0){
player_1.animation.CrossFade(walkAnimation.name);
}   
else{
player_1.animation.CrossFade(idleAnimation.name);
}

still outside of this IF

if(networkView.isMine)

so i can’t use a ELSE it.

2 characters, as in each network player controls 2 different characters (eg: 4 characters)?

Only 2 players. Maybe will be better make it with IDs. Cause you have a option to choose P1 or P2.

The thing is that will be better if Player1 in local pc and Player2 in remote PC use the arrows in the keyboard for move the character.

The controls are for a game Beat em Up, like final fight, TMNT… But with network option.

Right, you should dump the “player” var entirely then (and just use transform instead of player.transform), and just attach the script I posted directly to the prefab that gets network.instantiated for each connecting player. That why, each of them have the script, but only the owner of the prefab (the one who instantiated it) will run the input code in Update().

legend411,

Looks like everything is working well. I will work more in the control for make it more like the Third Person Controller script .

Thank you for your help. :slight_smile: