![]() I am relativly new to unity networking and I am working on a test project to understand and implement all concepts.Gets the temporary RenderTexture target for this Camera. I am using Network.Instantiate, and as the docs says "The given prefab will be instanted on all clients in the game", check here, now I want to check the owner of the instantiated object by networkView.isMine. I thought the reason to be the 2 networkViews that the same prefabs have.(later I found this great answer by bunny) I tried to add a NetworkView to the prefab and use Network.Instantiate and see if there's a conflict, and I have an another script attached to the same prefab, where I debug the owner IP, function Start()ĭebug.Log("Network View Owner: " + ) Īnd I get the same IP when connected from 2 different devices. Here's what bunny83 said: "Whenever someone calls Network.Instantiate and the instantiated object contains a NetworkView, Unity will automatically create / allocate a ViewID for each NetworkView". isMine get True if the PhotonView is 'mine' and can be controlled by this client. I thought of removing the NetworkView attached to the prefab and let the Network.Instantitate manage that. Properties inherited from Photon.MonoBehaviour: PhotonView photonView get A cached reference to a PhotonView on this GameObject. new PhotonView networkView get This property is only here to notify developers when they use the outdated value. It's networkView.isMine (not NetworkView.ismine). Like Jerdak commented, it should be present in UnityScript without modification.īut I need to call/use networkView.isMine to enable/disable scripts. On the server it will be always true, but when I connect a client to the server and his player spawns, the player's networkView.isMine would always be false. ![]() etc and as I run I get this error: MissingComponentException: There is no 'NetworkView' attached to the "Player(Clone)" game object, but a script is trying to access it. So the client player can't control his game object. My question is that how to access/check IF POSSIBLE of course if networkView.isMine whenever I use Network.Instantiate and not having NetworkView component attached.I am working on a multiplayer game that is being created within a network. So far, everything is working fairly well. When I open to instances of the game (one in the editor and one in the player), it seems as though the game is wanting to duplicate the player and camera, causing one screen to control the player from the other, and vice versa.Ĭc.transform.Translate(Vector3(0, 0, 1) * speed * ltaTime) Ĭc.transform.Translate(Vector3(0, 0, -1) * speed * ltaTime) Ĭc.transform.Rotate(Vector3(0, 1, 0) * rotateSpeed) Ĭc.transform.Rotate(Vector3(0, -1, 0) * rotateSpeed) ĭoes anyone know where I might be going wrong?. You have to read a bit more the tutorials about how the networking it's working on Unity. Networking is not an easy thing and there are more ways to create and control objects from a machine/unity instance to other. networkView.isMine ) return // if space key is pressed, call RPC for everybody if( Input.GetKeyDown( Ke圜ode.Space ) ) networkView.RPC( testRPC, RPCMode. The idea is the object having attached NetworkView have an owner. ![]() The owner is the creator of object, aka Unity instance (editor,player) which create (instantiate) the object from the project on the scene. MonobitNetwork isMine : MonobitEngineBase.MonobitView isOpen : MonobitEngine. If use Network.Instantiate, the owner is Unity instance sending call to other Unity instances to create object. Room, MonobitEngine.RoomData networkView : MonobitEngine.MonoBehaviour. If use Instantiate and use RPC to other Unity instances to create the object, than each Unity instance will create the object in local scene, so each Unity instance will be the owner, we having more owners. 'is$$anonymous$$ine?' mean 'I am owner?' so that game logic have to take care about who created the object.
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