they players do connect to the same session apparently but they don't show up on each players screen where they're "supposed" to be
ie: instead of each player seeing the other person on their own screen they instead just see a clone of themselves for some reason that copies their inputs
the UI is also broken for some reason and doesn't apply on the second player trying to connect
UI manager --> https://blazebin.io/fqhsftlmvapl/0
script handler on the player body --> https://blazebin.io/kvjbpklafyee/0
#clone of the player joining my multiplayer session instead of the actual player trying to connect
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objects in my scene if it matters at all
if anyone maybe knows what's going on here and how to fix it that'd be great

You need to split the UI from all the character control stuff. That entire UI Manager is running locally for each player,
wdym? the ui manager doesn't actually control the player it just enables and disables certain scripts on them
Oh, I see. I skimmed through it too quickly. The UIManager shouldn't have anything to do with your player movement.
I would use the player's OnNetworkSpawn() to disable/enable components if its localPlayerObject is true.
Also make sure any NetworkBehaviour components remain enabled on all clients
so do I just replace Start() with OnNetworkSpawn()?
or like wdym
Have a network behavior component on the player object. When it spawns it can check if it's the local player object. It can disable/enable its own components. The UI manager should only be managing local non networked UI things.
how would this fix the "clones" though
You have something else going on if the clients are not in the same scene. The Network Manager will sync the scenes when clients connect. If you have a player prefab assigned in the network manager then it will spawn clones of that prefab for each client that connects
sorry bad wording, I meant like the players not showing up on eachothers screen where they're supposed to be
like here ^^
The UI problems are likely due to the client not having access to the connected client list. That is usually a host/server only thing. Also don't know how your players are set up. if they all have a camera and player input or not

The UI problems are likely due to the client not having access to the connected client list. That is usually a host/server only thing.
well how do I fix that?

By not using the UI manager to disable things on the player. Use RPCs if you need the client to send information to the clients if you need to. Also make sure that nothing on your player is a singleton.
is this what you meant? bcs like the UI still just doesn't show up for the second person
code if it matters at all vvv
ui manager --> https://blazebin.io/fqhsftlmvapl/0
script handler on the player body --> https://blazebin.io/kvjbpklafyee/0
the players also just don't show up on eachothers screen either
it looks like the player object is falling through the floor. Are you using a Network Transform on the player?
If it has a rigidbody you would probably want a network rigidbody as well
oh
yeah okay
do you maybe know why the input system only works for the host here btw? @dense ore
the players are actually synced on screen now though which is rly nice :D
You need to make sure that only the local player is accepting inputs. You need to check if(IsLocalPlayer) before applying your move inputs
oh oki but where am I supposed to put it here? https://blazebin.io/hrcdfecymdeh/0
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