I would like to add multiplayer to my game. I use UMA (https://www.assetstore.unity3d.com/en/#!/content/13930) to generate a character in a character creation scene. I then use:
DontDestroyOnLoad(characterController);
To take the player to my main game scene. The UMA generated player cannot be made a prefab, cannot be duplicated or instantiated (not sure why but it doesn't work). So I then via script move the player to the spawn position where they can play the game.
I have made multiplayer games before, but in all of them I use
Network.Instantiate(playerPrefab);
to add the player to the game. The problem here is that I have no idea (nor could I find out online) how to implement multiplayer with a character ALREADY in the scene.
Any help, ideas, advice or suggestions would help me out a lot!
You can instantiate only the GameObject that has the scripts to control the player and search for the models generated by UMA which are already in the scene.
By the way, if you're using Unity 5.1 or newer Network.Instantiate is not used anymore. http://docs.unity3d.com/Manual/net-NetworkInstantiate.html
Related
So, I have 3 scenes a singleplayer scene, a multiplayer scene and a menu scene. When more then one player joins onto the multiplayer scene they both move in the exact same direction. The deafult PUN character controller does not work very well + the tutorial I am using uses the standard assets character controller (which I know is outdated). I think it may be to do with the photon transform view which is nececary for multiplayer wheras in singleplayer without photon transform view/photon view, it works perfectly.
I have tried Changing what is synced but when you exit and reload the prefab nothing has changed.
Please help
Here is a video of my prefab.
https://github.com/JimmyBinoculars/stack/blob/main/2022-12-04%2010-40-33.mkv
I am working on a maze game where the user finds the way to the door (or something). I have designed the maze in blender. Inside Unity, I imported the maze as custom asset. The cube which is the player in my game goes through the walls. I have added RigidBody to the player so that I can move the player using rigidBody.AddForce() method in C#. I have also added Box Collider to the player. How do I prevent moving through parts of custom assets (Walls in my situation)?
I have problem with ARKit in Unity. I want to place some GameObjects to plain. Now I can add endless gameobjects. But I have problem with deleting this and I do not know where write script for that. Also I need to use some parts of my Prefab like a 3d buttons and start some code(script). Can you help me please?
I'm creating an fps game and I want to have multiplayer. I use the standard character assets from unity but when I join my server with more than two players dey cant see the other player move and when they move both players move. It's like the player move script is run on both players at the same time. So if I press w on own of the clients both players move. I'm coding in c#. no error message but in the console it spams "There are 2 audio listeners in the scene. Please ensure there is always exactly one audio listener in the scene."
standard character assets from unity
player network Identity
Network Manager
You're instantiating a controlled player every time someone joins the server. If they have the same controller components, both of the objects are going to react to controls. Create a non-controllable player prefab and have it react to messages sent from the other clients.
If you have a movement component separate from your controller component, you can reuse the movement component on the non-controllable object.
I'm making a role playing game in C# using XNA. I already have a map and some stuff, but that's not interesting at the moment. My question is: How can I give the player the possibility to enter houses or rooms?
To create the worlds, I've used standard int-arrays where each number represents a different type of tile. That works all fine, but the house isn't enterable but a solid textured block of something.
BTW I've used a Vector3 to determine in which world the player's currently located and which one the program must load next.
Any suggestions how I can make the houses enterable?
One easy way to make houses enterable is to create a trigger object at the door of the house.
This object can be a simple Rect along with an id.
While the player moves around your map check for a collision between the player and the trigger.
When the player enters this trigger you can change the displayed map with a new one (the interior of the house) and move the player where the door should lead.
If you're using C# to make a game, you might want to consider switching to MonoGame (which is practically XNA's successor since XNA is dead) or Unity.
As mentioned previously, your best option in XNA is to create a Rectangle which will trigger on collision and change the game world.