I am having trouble bringing in a second player to my server. Everything runs smoothly (server lists, starting servers, ect.) until another client connects to a loaded level. Instead of syncing to each other and instantiating another player in the same game space a second prefab is instantiated on either players client.
So if Player A starts the server. Player A instantiates at the spawn point and can fly around. but when Player B connects. Player B instantiates 2 of the same prefab(within their clients), causes player A's game to instantiate another prefab at the spawn point, and player B controls both prefabs on their side simultaneously. Player A also controls its 2 spawned prefabs simultaneously.
Neither player can be seen by the other.
Obviously there is something I am not doing right but i don't know what it is. Any help would be great!
Try wrapping the 'Network.Instantiate' line in an if-statement that checks to make sure that only the owner can instantiate the object:
Network.Instantiate gets automatically called on all clients, complete with viewID management and buffering. If you want to handle buffering and networkViewID management yourself, you shouldn't use Network.Instantiate.
answered Mar 13 '12 at 05:19 AM
I took syclamoths idea and part of the FPC Controller Motor script and moved them into my movement script.
This also requires that you the find parent script found in this package (http://www.unity3dmax.comxa.com/networking.html). As well as the networkcam.js in the same package.
Thanks again syclamoth!!