Why is playerControllerId = -1

I thought Local Player has playerControllerId = 0 - Why am I displaying -1


122814-screenshot-2018-08-15-210310.png

Line 94 – Just debugging and trying to find out why the camera isn’t setting the target as the latest player to spawn

using System;
using UnityEngine;
using UnityEngine.Networking;

namespace UnityStandardAssets.Cameras
{
    public abstract class AbstractTargetFollower : NetworkBehaviour
    {
        public enum UpdateType // The available methods of updating are:
        {
            FixedUpdate, // Update in FixedUpdate (for tracking rigidbodies).
            LateUpdate, // Update in LateUpdate. (for tracking objects that are moved in Update)
            ManualUpdate, // user must call to update camera
        }

        [SerializeField] protected Transform m_Target;            // The target object to follow
        [SerializeField] private bool m_AutoTargetPlayer = true;  // Whether the rig should automatically target the player.
        [SerializeField] private UpdateType m_UpdateType;         // stores the selected update type

        protected Rigidbody targetRigidbody;


        protected virtual void Start()
        {

                // if auto targeting is used, find the object tagged "Player"
                // any class inheriting from this should call base.Start() to perform this action!
                if (m_AutoTargetPlayer)
                {
                    FindAndTargetPlayer();
                }
                if (m_Target == null) return;
                targetRigidbody = m_Target.GetComponent<Rigidbody>();

        }


        private void FixedUpdate()
        {

                // we update from here if updatetype is set to Fixed, or in auto mode,
                // if the target has a rigidbody, and isn't kinematic.
                if (m_AutoTargetPlayer && (m_Target == null || !m_Target.gameObject.activeSelf))
                {
                    FindAndTargetPlayer();
                }
                if (m_UpdateType == UpdateType.FixedUpdate)
                {
                    FollowTarget(Time.deltaTime);
                }
        }


        private void LateUpdate()
        {

                // we update from here if updatetype is set to Late, or in auto mode,
                // if the target does not have a rigidbody, or - does have a rigidbody but is set to kinematic.
                if (m_AutoTargetPlayer && (m_Target == null || !m_Target.gameObject.activeSelf))
                {
                    FindAndTargetPlayer();
                }
                if (m_UpdateType == UpdateType.LateUpdate)
                {
                    FollowTarget(Time.deltaTime);
                }

        }


        public void ManualUpdate()
        {

                // we update from here if updatetype is set to Late, or in auto mode,
                // if the target does not have a rigidbody, or - does have a rigidbody but is set to kinematic.
                if (m_AutoTargetPlayer && (m_Target == null || !m_Target.gameObject.activeSelf))
                {
                    FindAndTargetPlayer();
                }
                if (m_UpdateType == UpdateType.ManualUpdate)
                {
                    FollowTarget(Time.deltaTime);
                }

        }

        protected abstract void FollowTarget(float deltaTime);


        public void FindAndTargetPlayer()
        {
            
            if (this.isLocalPlayer) {
                Debug.Log("playerControllerId = " + playerControllerId);
            }

            var targetObj = GameObject.FindGameObjectWithTag("Player");

            if (targetObj)
            {
                //SetTarget(targetObj.transform);
                SetTarget(targetObj.transform);
            }

        }


        public virtual void SetTarget(Transform newTransform)
        {
            m_Target = newTransform;
        }


        public Transform Target
        {
            
            get { return m_Target; }
        }

    }
}

If a client didn’t add any player, the NetworkBehaviour.playerControllerId is -1 as default .(Yes, the default value of playerControllerId is -1, not 0. You can try not adding a player when you connect to the server and print(playerControllerId) to check this.)

If you have ever used ClientScene.AddPlayer(short playerControllerId) to spawn a new player for the client, the playerControllerId shouldn’t be -1.

How did you spawn your Player? Or have you ever removed the player? Or you just didn’t add one?