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Photon Problem

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I get the following bug with PUN, when another player joins the room it`s like it`s the same player as the first, i mean the first player starts experiencing moving true walls randomly without touching the keyboard. Everything else is working great, this is the only problem i have. I was tinking maybe i need to give a separate series to each player, i mean like an ID... Any ideas ? Screenshoot Here : https://www.dropbox.com/s/duo0agnditx41xd/Screenshot%202014-08-02%2016.54.10.png and the game manager script : public class AU_GameManager extends Photon.MonoBehaviour { var myCustomProp : String; var connectedPlayerList : Array = new Array(PhotonPlayer); private var playerName : String; var levelCamera : Camera; var audioListener : AudioListener; var pv : PhotonView; var allSpawnPoints : GameObject[]; @HideInInspector var playerInGame : boolean; function Awake () { PhotonNetwork.isMessageQueueRunning = true; playerName = PhotonNetwork.player.name; //Example how to use custom properties. //Set: //var setCustomProp : ExitGames.Client.Photon.Hashtable = new ExitGames.Client.Photon.Hashtable(); //setCustomProp.Add("MyString", myCustomProp); //PhotonNetwork.room.SetCustomProperties(setCustomProp); //Get: myCustomProp = PhotonNetwork.room.customProperties["MyString"]; } function SpawnPlayer(){ var spawnPoint : GameObject = allSpawnPoints[Random.Range(0, allSpawnPoints.Length)]; var nPlayer : GameObject = PhotonNetwork.Instantiate("soldier3rdPersonRed", spawnPoint.transform.position, spawnPoint.transform.rotation, 0); if(playerInGame == false){ // nPlayer.GetComponent("PlayerConfig").LocalPlayer(); nPlayer.name = playerName; LevelCamera(false); playerInGame = true; } } function LevelCamera(action : boolean){ levelCamera.enabled = action; audioListener.enabled = action; } /////////////////////////// // Photon Functions /////////////////////////// function OnLeftRoom () { Debug.Log ("*** OnLeftRoom ()..... Called once the local user left a room."); LeftRoom(); } function OnDisconnectedFromPhoton () { Debug.Log ("*** OnDisconnectedFromPhoton ().... Called after disconnecting from the Photon server. In some cases, other events are sent before OnDisconnectedFromPhoton is called."); LeftRoom(); } function LeftRoom(){ PhotonNetwork.isMessageQueueRunning = false; Application.LoadLevel ("MainMenu"); } function OnPhotonPlayerConnected () { Debug.Log("*** OnPhotonPlayerConnected()..... Player Connected."); } }

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