Unity networking,Cant see each other move

I did a networking script…same as him

but for reason i dont know my characters cant see each other move...and its the same with any thing else...like animations...everything on the update of every script!! i did desactive the characters script on the (net work is mine)...but in the tutorial above the guys does the same thing but mine is not working. I did same as him....

thats the script

#pragma strict
var playerPrefab : Transform;
var spawnObject : Transform;
 
var gameName : String = "level1";
var refreshing : boolean = false;
var hostData : HostData[];
 
function OnGUI () 
{
 
if(!Network.isClient && !Network.isServer) 
{
if(GUI.Button(Rect(Screen.width/2,Screen.height/2,100,20),"Start Server")){startServer();}
if(GUI.Button(Rect(Screen.width/2,Screen.height/2 + 30,100,20),"Refresh Hosts")){Debug.Log("Refresh");refreshHostList();}
 
if(hostData) 
{
for(var i:int = 0; i<hostData.length; i++)
{if(GUI.Button(Rect(Screen.width/2+100,Screen.height/2 - 30,100,20),hostData_.gameName)) {Network.Connect(hostData*);}}*_

}
}
}

function Update ()
{
if(refreshing)
{
if(MasterServer.PollHostList().Length > 0)
{
refreshing = false;
Debug.Log(MasterServer.PollHostList().Length);
hostData = MasterServer.PollHostList();
}
}
}

function startServer ()
{
Network.InitializeServer(32,25001, !Network.HavePublicAddress);
MasterServer.RegisterHost(gameName, “Tutorial Game”, " this is a tutorial");
}

function OnServerInitialized ()
{
Debug.Log(“server initialized”);
spawnPlayer();
}

function OnConnectedToServer ()
{
spawnPlayer();
}

function spawnPlayer ()
{
Network.Instantiate(playerPrefab, spawnObject.position, transform.rotation, 0);
transform.gameObject.SetActive(false);
}

function OnMasterServerEvent(mse:MasterServerEvent)
{

if(mse == MasterServerEvent.RegistrationSucceeded)
{
Debug.Log(“Registered Server”);
}
}

function refreshHostList ()
{
MasterServer.RequestHostList(gameName);
refreshing = true;
}

Hi,

I may be missing something here, as I havent done too much with networking, but there would be a couple of things that I would suggest.

Firstly, I can’t see any code that tells the player when the position of a character is updated (that doesn’t happen automatically). So that would need to be implemented, and is probably why your script is not working, all it is currently doing is either hosting, or connecting to a server, and spawning a player, any movement that the player performs will be local, since its not being updated on the other computer.

Secondly, I would honestly suggest switching this over to an authoritative server, as physics will be far more accurate this way, but also a bit more laggy. This means that the client simply sends all key strokes to the server, and then the server actually deals with them, you could also interpolate on the clients side, by making the actual player invisible and then lerping a secondary player towards him, to avoid jittery movements. But thats just a suggestion, and not necessarily necessary for your game…

I suggest you also have a read through this, as it goes through what I just said and more far more eloquently and in depth…

http://docs.unity3d.com/Manual/net-HighLevelOverview.html

Good luck :slight_smile:

IEMatrixGuy

Here’s a tutorial that might help get you into controlled networking: