#players arent spawning on the spawnpoints

64 messages · Page 1 of 1 (latest)

jolly tulip
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so i made a ready/start game i made the player model the same as the ready/start game object player model is child of lobby object it spawn about 500x and about 400 y away from the sapwn points and doesnt use them at all

potent lava
jolly tulip
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so make the playerlobby prefab a spawnable prefab?

potent lava
jolly tulip
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its still not spawing the player?

potent lava
# jolly tulip

I see "Player" assigned to Network Manager - is that the correct prefab for thee lobby?

jolly tulip
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thats the player model and everything for the player

potent lava
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open the lobby scene and do a vid of what's in there, clicking various things (slowly) so I can see their inspectors.

jolly tulip
potent lava
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Sorry I meant the sample scene

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When you click start, you're calling NetworkManager.singleton.ServerChangeScene, right?

jolly tulip
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no im just calling cmdCanSartGame(SceneName); and manager.StartGame(SceneName)

potent lava
jolly tulip
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thats in playerobject which is for the lobby

potent lava
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ok, and code for this: manager.StartGame(SceneName);

jolly tulip
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is at the bottom of the playerObject Script

potent lava
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yeah, that's where I copied that from - go to wherever that code is and put it in pastie

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The StartGame code in your custom network manager

jolly tulip
potent lava
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now just need vid of your game scene (Sample Scene) so I can see how you have that set up. Might need your whole custom network manager in pastie too.

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@jolly tulip

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pardon the delays - I'm multitasking

jolly tulip
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its alright

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i can paste my customnetwork manager for yo

potent lava
jolly tulip
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how many networkmanagers can i have?

jolly tulip
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i know that lobby scene is in online mode but i need that for the lobby to ge the steam name and steam icon

potent lava
jolly tulip
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the singleton you asked if i was running? "NetworkManager.singleton.ServerChangeScene"

jolly tulip
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im not too sure why its not spawing

jaunty ginkgo
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@jolly tulip this script works for me

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if you havent solved the problem

jolly tulip
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you reckon thatll work with my ready up and start game scripts?

jaunty ginkgo
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i just call ServerChangeScene function

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and in my loaded scene this script attached to the gameobject does the work

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You watched this youtuber's tutorial while making the game?https://www.youtube.com/watch?v=9v1ATUwOM1U&t=263s

In this video I will be showing you how to implement player movement. I will go over how to firstly move every player into the game scene. Then how to spawn players for every connection and create movement that syncs across the server.

------Tutorial Links------
Previous Video: https://www.youtube.com/watch?v=kld9s...

Mirror: https://assetstor...

▶ Play video
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i watched her tutorial and made this script on top of her tutorial

jolly tulip
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In this video I will be showing you how to implement readying up. This tutorial will cover how to make a readying up system and how to sync this across networks. I will also go over how to check if everyone is ready and if that is the case allow the host to start the game.

------Tutorial Links------
Previous Video: https://www.youtube.com/watch...

▶ Play video
jaunty ginkgo
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yep

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i also write the same code as you did for lobby and everything

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my script works you can copy

jolly tulip
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ok thanks bro

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and you put that script on the nextworkmanageer or playerprefab

jaunty ginkgo
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I put in a empty gameobject inside the loaded scene

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Just add networkidentity component also with this script

jolly tulip
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ok cheers bro

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@jaunty ginkgo GamePlayers doesnt work for me when i have gameplayers in CustomNetworkManager

jaunty ginkgo
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can you send screenshot of your networktransform in playerobject?

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component's screenshot

jolly tulip
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i only have a identity on it

jaunty ginkgo
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try adding networktransform and make sure its sync is client to server

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networktransform reliable

jolly tulip
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thats the error im getting im not using networkmanager

jaunty ginkgo
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You need to use CustomNetworkManager.singleton