#client doesnt get there own cam or movement when (!islocal) in update
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player look script
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if (!isLocalPlayer)
{
return;
}
@red zealot
You have:
if (!isLocalPlayer)
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
Which means if not local player, dont run the line below it (which is Physics.CheckSphere )
Without these: { }
Code runs just the first line below it.
thank you so much
You also have no check in Fixed Update
void FixedUpdate()
{
if (!isLocalPlayer)
{
return;
}
MovePlayer();
}
ok thank you ❤️
The. PlayerLook.cs. is missing the same stuff 🙂
Either return in the /Fixed/Late Updates
or have the scripts disabled.
and enable them if local player, from your networked script. Good luck 🙏
It will be one step closer
Your NetworkTransform on player prefab root
It has a sync direction dropdown box.
Set it to client-server, not server-client.
By default its server-client. (i really wish it wasnt lol)
@red zealot ^
it was working before i added a takedamage func then it stopped working so ir emoved it now i have ethis
i dont know why it stopped working