Hi, I’m dead stuck on trying to move character controllers that are not owned by the host (server and client).
I used the Starter Assets third person controller and modified the ThirdPersonController.cs script. It runs correct on the host but the clients doesn’t move, Everything seems to be working as in the variables are updating, the speed variable and the targetDirection variable are correct on the clients. I know the method is running that is suppose to be moving the Character Controller. But the Character Controller doesn’t move on anyone except the host! I tried Move and SimpleMove, same result.
MoveController method is running on the server on Update (Line 263)
If its not the hosts player object it will call the TellClientMoveClientRpc method (Line 276)
Regards
using Unity.Netcode;
using UnityEngine;
#if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED
using UnityEngine.InputSystem;
#endif
/* Note: animations are called via the controller for both the character and capsule using animator null checks
*/
namespace StarterAssets
{
[RequireComponent(typeof(CharacterController))]
#if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED
[RequireComponent(typeof(PlayerInput))]
#endif
public class ThirdPersonController : NetworkBehaviour
{
[Header("Player")]
[Tooltip("Move speed of the character in m/s")]
public float MoveSpeed = 2.0f;
[Tooltip("Sprint speed of the character in m/s")]
public float SprintSpeed = 5.335f;
[Tooltip("How fast the character turns to face movement direction")]
[Range(0.0f, 0.3f)]
public float RotationSmoothTime = 0.12f;
[Tooltip("Acceleration and deceleration")]
public float SpeedChangeRate = 10.0f;
[Space(10)]
[Tooltip("The height the player can jump")]
public float JumpHeight = 1.2f;
[Tooltip("The character uses its own gravity value. The engine default is -9.81f")]
public float Gravity = -15.0f;
[Space(10)]
[Tooltip("Time required to pass before being able to jump again. Set to 0f to instantly jump again")]
public float JumpTimeout = 0.50f;
[Tooltip("Time required to pass before entering the fall state. Useful for walking down stairs")]
public float FallTimeout = 0.15f;
[Header("Player Grounded")]
[Tooltip("If the character is grounded or not. Not part of the CharacterController built in grounded check")]
public bool Grounded = true;
[Tooltip("Useful for rough ground")]
public float GroundedOffset = -0.14f;
[Tooltip("The radius of the grounded check. Should match the radius of the CharacterController")]
public float GroundedRadius = 0.28f;
[Tooltip("What layers the character uses as ground")]
public LayerMask GroundLayers;
[Header("Cinemachine")]
[Tooltip("The follow target set in the Cinemachine Virtual Camera that the camera will follow")]
public GameObject CinemachineCameraTarget;
[Tooltip("How far in degrees can you move the camera up")]
public float TopClamp = 70.0f;
[Tooltip("How far in degrees can you move the camera down")]
public float BottomClamp = -30.0f;
[Tooltip("Additional degress to override the camera. Useful for fine tuning camera position when locked")]
public float CameraAngleOverride = 0.0f;
[Tooltip("For locking the camera position on all axis")]
public bool LockCameraPosition = false;
// cinemachine
private float _cinemachineTargetYaw;
private float _cinemachineTargetPitch;
// player
private float _speed;
private float _animationBlend;
private float _targetRotation = 0.0f;
private float _rotationVelocity;
private float _verticalVelocity;
private float _terminalVelocity = 53.0f;
// timeout deltatime
private float _jumpTimeoutDelta;
private float _fallTimeoutDelta;
// animation IDs
private int _animIDSpeed;
private int _animIDGrounded;
private int _animIDJump;
private int _animIDFreeFall;
private int _animIDMotionSpeed;
private Animator _animator;
private CharacterController _controller;
private StarterAssetsInputs _input;
private GameObject _mainCamera;
private const float _threshold = 0.01f;
private bool _hasAnimator;
NetworkObject myObject;
[SerializeField] NetworkVariable<Vector3> targetDirection = new NetworkVariable<Vector3>(NetworkVariableReadPermission.Everyone);
[SerializeField] NetworkVariable<float> verticalVelocity = new NetworkVariable<float>();
Vector3 oldTargetDirection;
float oldTargetVelocity;
private void Awake()
{
// get a reference to our main camera
if (_mainCamera == null)
{
_mainCamera = transform.Find("PlayerCamera").gameObject;
_mainCamera.transform.parent = null;
}
//myObject = transform.GetComponentInParent<NetworkObject>();
}
//No furhter!
private void Start()
{
_hasAnimator = TryGetComponent(out _animator);
_controller = GetComponent<CharacterController>();
_input = GetComponent<StarterAssetsInputs>();
AssignAnimationIDs();
// reset our timeouts on start
_jumpTimeoutDelta = JumpTimeout;
_fallTimeoutDelta = FallTimeout;
}
private void Update()
{
_hasAnimator = TryGetComponent(out _animator);
if(IsServer)
{
Debug.Log($"Running on server for {OwnerClientId}");
// move the player
MoveController();
}
if(IsClient && IsOwner)
{
JumpAndGravity();
GroundedCheck();
if(_controller.enabled) Move();
}
}
private void LateUpdate()
{
if(IsOwner) CameraRotation();
}
private void AssignAnimationIDs()
{
_animIDSpeed = Animator.StringToHash("Speed");
_animIDGrounded = Animator.StringToHash("Grounded");
_animIDJump = Animator.StringToHash("Jump");
_animIDFreeFall = Animator.StringToHash("FreeFall");
_animIDMotionSpeed = Animator.StringToHash("MotionSpeed");
}
private void GroundedCheck()
{
// set sphere position, with offset
Vector3 spherePosition = new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z);
Grounded = Physics.CheckSphere(spherePosition, GroundedRadius, GroundLayers, QueryTriggerInteraction.Ignore);
// update animator if using character
if (_hasAnimator)
{
_animator.SetBool(_animIDGrounded, Grounded);
}
}
private void CameraRotation()
{
// if there is an input and camera position is not fixed
if (_input.look.sqrMagnitude >= _threshold && !LockCameraPosition)
{
_cinemachineTargetYaw += _input.look.x * Time.deltaTime;
_cinemachineTargetPitch += _input.look.y * Time.deltaTime;
}
// clamp our rotations so our values are limited 360 degrees
_cinemachineTargetYaw = ClampAngle(_cinemachineTargetYaw, float.MinValue, float.MaxValue);
_cinemachineTargetPitch = ClampAngle(_cinemachineTargetPitch, BottomClamp, TopClamp);
// Cinemachine will follow this target
CinemachineCameraTarget.transform.rotation = Quaternion.Euler(_cinemachineTargetPitch + CameraAngleOverride, _cinemachineTargetYaw, 0.0f);
}
private void Move()
{
// set target speed based on move speed, sprint speed and if sprint is pressed
float targetSpeed = _input.sprint ? SprintSpeed : MoveSpeed;
// a simplistic acceleration and deceleration designed to be easy to remove, replace, or iterate upon
// note: Vector2's == operator uses approximation so is not floating point error prone, and is cheaper than magnitude
// if there is no input, set the target speed to 0
if (_input.move == Vector2.zero) targetSpeed = 0.0f;
// a reference to the players current horizontal velocity
float currentHorizontalSpeed = new Vector3(_controller.velocity.x, 0.0f, _controller.velocity.z).magnitude;
float speedOffset = 0.1f;
float inputMagnitude = _input.analogMovement ? _input.move.magnitude : 1f;
// accelerate or decelerate to target speed
if (currentHorizontalSpeed < targetSpeed - speedOffset || currentHorizontalSpeed > targetSpeed + speedOffset)
{
// creates curved result rather than a linear one giving a more organic speed change
// note T in Lerp is clamped, so we don't need to clamp our speed
_speed = Mathf.Lerp(currentHorizontalSpeed, targetSpeed * inputMagnitude, Time.deltaTime * SpeedChangeRate);
// round speed to 3 decimal places
_speed = Mathf.Round(_speed * 1000f) / 1000f;
}
else
{
_speed = targetSpeed;
}
_animationBlend = Mathf.Lerp(_animationBlend, targetSpeed, Time.deltaTime * SpeedChangeRate);
// normalise input direction
Vector3 inputDirection = new Vector3(_input.move.x, 0.0f, _input.move.y).normalized;
// note: Vector2's != operator uses approximation so is not floating point error prone, and is cheaper than magnitude
// if there is a move input rotate player when the player is moving
if (_input.move != Vector2.zero)
{
_targetRotation = Mathf.Atan2(inputDirection.x, inputDirection.z) * Mathf.Rad2Deg + _mainCamera.transform.eulerAngles.y;
float rotation = Mathf.SmoothDampAngle(transform.eulerAngles.y, _targetRotation, ref _rotationVelocity, RotationSmoothTime);
// rotate to face input direction relative to camera position
transform.rotation = Quaternion.Euler(0.0f, rotation, 0.0f);
}
Vector3 targetDirection = Quaternion.Euler(0.0f, _targetRotation, 0.0f) * Vector3.forward;
if(targetDirection != oldTargetDirection)
{
UpdateClientTargetDirectionServerRpc(targetDirection);
oldTargetDirection = targetDirection;
}
// update animator if using character
if (_hasAnimator)
{
_animator.SetFloat(_animIDSpeed, _animationBlend);
_animator.SetFloat(_animIDMotionSpeed, inputMagnitude);
}
}
[ServerRpc]
public void UpdateClientTargetDirectionServerRpc(Vector3 _targetDirection)
{
targetDirection.Value = _targetDirection;
//targetDirection.SetDirty(true);
}
[ServerRpc]
public void UpdateClientVerticalVelocityServerRpc(float _verticalVelocity)
{
verticalVelocity.Value = _verticalVelocity;
}
void MoveController()
{
if(!IsOwner)
{
Debug.Log($"Trying to move {_controller.GetComponentInParent<NetworkObject>().OwnerClientId} with targetDirection : {targetDirection.Value} and verticalVelocity : {verticalVelocity.Value}.");
}
if (IsHost && IsLocalPlayer)
{
//_controller.Move(targetDirection.Value.normalized * (_speed * Time.deltaTime) + new Vector3(0.0f, verticalVelocity.Value, 0.0f) * Time.deltaTime);
_controller.SimpleMove(targetDirection.Value.normalized * (_speed /** Time.deltaTime*/) + new Vector3(0.0f, verticalVelocity.Value, 0.0f) /** Time.deltaTime*/);
}
else TellClientMoveClientRpc();
}
[ClientRpc]
public void TellClientMoveClientRpc()
{
if (_controller == null || !IsLocalPlayer) return;
Debug.Log($"TellClientMoveClientRpc: Target direction is : {targetDirection.Value.normalized}. Speed is : {_speed}. Vertical Velocity is {verticalVelocity.Value}.");
//transform.parent.name = "Player " + myObject.OwnerClientId.ToString();
_controller.SimpleMove(targetDirection.Value.normalized * (_speed /* Time.deltaTime*/) + new Vector3(0.0f, verticalVelocity.Value, 0.0f) /** Time.deltaTime*/);
}
private void JumpAndGravity()
{
if (Grounded)
{
// reset the fall timeout timer
_fallTimeoutDelta = FallTimeout;
// update animator if using character
if (_hasAnimator)
{
_animator.SetBool(_animIDJump, false);
_animator.SetBool(_animIDFreeFall, false);
}
// stop our velocity dropping infinitely when grounded
if (_verticalVelocity < 0.0f)
{
_verticalVelocity = -2f;
}
// Jump
if (_input.jump && _jumpTimeoutDelta <= 0.0f)
{
// the square root of H * -2 * G = how much velocity needed to reach desired height
_verticalVelocity = Mathf.Sqrt(JumpHeight * -2f * Gravity);
// update animator if using character
if (_hasAnimator)
{
_animator.SetBool(_animIDJump, true);
}
}
// jump timeout
if (_jumpTimeoutDelta >= 0.0f)
{
_jumpTimeoutDelta -= Time.deltaTime;
}
}
else
{
// reset the jump timeout timer
_jumpTimeoutDelta = JumpTimeout;
// fall timeout
if (_fallTimeoutDelta >= 0.0f)
{
_fallTimeoutDelta -= Time.deltaTime;
}
else
{
// update animator if using character
if (_hasAnimator)
{
_animator.SetBool(_animIDFreeFall, true);
}
}
// if we are not grounded, do not jump
_input.jump = false;
}
// apply gravity over time if under terminal (multiply by delta time twice to linearly speed up over time)
if (_verticalVelocity < _terminalVelocity)
{
_verticalVelocity += Gravity * Time.deltaTime;
}
}
private static float ClampAngle(float lfAngle, float lfMin, float lfMax)
{
if (lfAngle < -360f) lfAngle += 360f;
if (lfAngle > 360f) lfAngle -= 360f;
return Mathf.Clamp(lfAngle, lfMin, lfMax);
}
private void OnDrawGizmosSelected()
{
Color transparentGreen = new Color(0.0f, 1.0f, 0.0f, 0.35f);
Color transparentRed = new Color(1.0f, 0.0f, 0.0f, 0.35f);
if (Grounded) Gizmos.color = transparentGreen;
else Gizmos.color = transparentRed;
// when selected, draw a gizmo in the position of, and matching radius of, the grounded collider
Gizmos.DrawSphere(new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z), GroundedRadius);
}
}
}