#players arent spawning on the spawnpoints
64 messages · Page 1 of 1 (latest)
don't make network objects a child of anything. Network Spawn Position components can be on objects either at scene root or under a parent as long as that parent is at 0,0,0
so make the playerlobby prefab a spawnable prefab?
yes, not in scene, and it would be assigned to player prefab in network manager so Mirror will spawn it using the spawn pos components
I see "Player" assigned to Network Manager - is that the correct prefab for thee lobby?
thats the player model and everything for the player
open the lobby scene and do a vid of what's in there, clicking various things (slowly) so I can see their inspectors.
Sorry I meant the sample scene
When you click start, you're calling NetworkManager.singleton.ServerChangeScene, right?
no im just calling cmdCanSartGame(SceneName); and manager.StartGame(SceneName)
show code for all that in https://pastie.io/
ok, and code for this: manager.StartGame(SceneName);
yeah, that's where I copied that from - go to wherever that code is and put it in pastie
The StartGame code in your custom network manager
Good - that's what I expected ^
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.
@jolly tulip
pardon the delays - I'm multitasking
Seems pretty obvious that it won't spawn anything except in the lobby scene
how many networkmanagers can i have?
i know that lobby scene is in online mode but i need that for the lobby to ge the steam name and steam icon
There can be only one, in your offline scene. It's a singleton.
the singleton you asked if i was running? "NetworkManager.singleton.ServerChangeScene"
im not too sure why its not spawing
you reckon thatll work with my ready up and start game scripts?
i just call ServerChangeScene function
and in my loaded scene this script attached to the gameobject does the work
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...
i watched her tutorial and made this script on top of her tutorial
i follwed this tut https://www.youtube.com/watch?v=xMHkuWW_mok
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...
yep
i also write the same code as you did for lobby and everything
my script works you can copy
I put in a empty gameobject inside the loaded scene
Just add networkidentity component also with this script
ok cheers bro
@jaunty ginkgo GamePlayers doesnt work for me when i have gameplayers in CustomNetworkManager
can you send screenshot of your networktransform in playerobject?
component's screenshot
try adding networktransform and make sure its sync is client to server
networktransform reliable
thats the error im getting im not using networkmanager
You need to use CustomNetworkManager.singleton