It would just assign a random name no matter which player was firing. I could get it to assign a fixed name to the projectile, but I couldn't figure out a way for it to get the player name of the particular player that fired it. But at the same time we would like to understand if there is any use case where you want to set this parameter value. As per the product group due to difference in underlying infrastructure we don’t offer checkpointtimeout parameter as user configurable in single server. It's just the one that's gotten me the closest, so I'm open to other suggestions. Hi SajithShetty-4024, thanks for your patience. Go back to the tutorial or guide where all this started from and make sure you don't skip the part where they have you set up the animator. I've got a network view and so on on the prefab, and they work just fine otherwise. your animator has not been set up to have a boolean property named 'Jump'. None of the other players' missile names change and I can't figure out why. Unfortunately, this works great, but only for the player that is also the server. Var missile = Network.Instantiate(projectile, launcher.position, launcher.rotation, 0) network management architecture selected, either option or both may be. ![]() ![]() I currently have this in a script on the player firing the projectile: var projectile : Transform In this sense, the network-view should not constitute an opaque obstacle for. Then the player it hits can use OnCollisionEnter(hit : Collision) to read the name and do the appropriate calculations. The method that's gotten me the closest is to have the player that fires the projectile rename it. I've tried setting variables on scripts on the projectiles and everything else I can think of, but nothing seems to work. Everything is working fine except that I have to use instantiated projectiles instead of raycasting (they are slow-moving missiles and things), so I'm trying to figure out how to determine which player fired the projectile that hits another player. I've got a networked multiplayer game going using the M2H examples as the starting point.
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