#Hello I have an issue understanding the

1 messages · Page 1 of 1 (latest)

dense jewel
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You are going to run into issues trying to use Cinemachine in a server driven way. You would have to send your player inputs in either a Network Variable or a server RPC. The latency alone will cause problems trying to control a camera.

thick knot
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Good to know, so far I think it's still working in client side only because all I've done is put my freelook camera in my prefab and the inputs are handled through the cinemachine input provider

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any idea why my script shown above might not work ? If you need more details about what result I'm expecting feel free to ask

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Also just a general question but do you know where I could find details about when to use which rpcs ? I've been trying some things out for my player movement but I'm never sure what exactly am I allowed to do and not to do on a client

thick knot
dense jewel
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clients can only call ServerRPCs. the Server can only call ClientRPCs. The host is both a client and a server so it can call both

thick knot
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so in a situation where I want to move my player would directly changing it from the client without using a serverRPC only make it move for the clients and not sync with the server or would it just not allow it at all ?

dense jewel
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If you use a regular Network Transform it will not move at all

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Client Network Transform is the opposite. Only the owner can move in that case

thick knot
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ohhhh so the fact that the transform wouldn't move was because of the network transform

dense jewel
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yup

thick knot
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I though ngo automatically handled what kind of things were allowed to be changed from client/server by not changing them at all when it was unauthorized

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so stuff like enabling/disabling components I need to do both on the server and the clients correct ?

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it's not automatically synced or whatever right ?

dense jewel
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Right. that's not synced

thick knot
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wait now that I think about it how come when I enabled my collider from the editor as the host it enabled it for the clients then ?

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did it not enable it at all and it just synced the transform ?

thick knot
dense jewel
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Collider should have still been disabled. the network transform kept it in place

thick knot
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and even if they enabled it locally I'm guessing since the transform was synced on the server where it was disabled it would have made them fall through the ground anyway right ?

dense jewel
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using Network transform, yea

thick knot
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ok that makes a lot of sense thank you

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just one last question if you don't mind : I'm using a network transform and a network rigidbody on my player, does that mean that from the clients both the transform and the rigidbody are read-only and I need to go through the server to change their values ?

dense jewel
thick knot
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Oh so it only gets changed by the server then I get it