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Parenting via Networking

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Hello there, I am making a game in which I got a player inside a moving space ship. When the ship moves, the player moves too. I accomplished that by parenting the player to the ship. On the other clients, of course, the player is laggy/glitch, that is why I want to have the players parented to the ship on all the clients. I don't really get this to work, here is what I've got: //this one is on the space ship import UnityEngine.Networking; public class parentingScript extends NetworkBehaviour{ function OnTriggerEnter(coll: Collider){ if(!isServer) return; if(coll.gameObject.tag == "Player") coll.gameObject.GetComponent(Character_Interact).RpcParent(this.gameObject, coll.gameObject, true); } //this one is on the character @ClientRpc function RpcParent(parentgO: GameObject, gO: GameObject, prnt: boolean){ print(gO.name); print(parentgO.name); if(prnt) gO.transform.parent = parentgO.transform; else gO.transform.parent = null; } This works so far, but this doesn't parent the players when new players enter the game. For example: - 1 joins, 1 is parented. - 2 joins, 2 is parented on 1 and 2, but 1 is not parented on 2. - 3 joins, 3, is parented on 1,2,3, 2, but 2 is not parented on 3. I hope you get what I mean, any help will be truly appreciated! Thanks! :-)

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