Viking demo teleport

hello ,
i use the viking demo for some test .
i have one teleport :
var ballStartPos :Vector3;
 var  pos :GameObject;
 
 
 function OnTriggerEnter (other : Collider) 
{
	
	ballStartPos =  pos.transform.position;
	if(other.gameObject.name == "Charprefab")
	{
		
		other.transform.position = ballStartPos;
				if(other.rigidbody)
		{
			
			other.rigidbody.velocity = Vector3.zero;
			other.rigidbody.angularVelocity = Vector3.zero;
		}
		
			
	}
}

when i try "Charprefab" thats dont work.
in local test i have see the name "Charprefab (clone) 1000"
i have change gameObject.name and thats work fine.

but when i upload i upload the test on web thats dont work .
someone have infos for help me please ? :oops:

Comments

  • Which server do you use? Does your client connect successfully when you uploaded it?
    Check the client's log. Unity's documentation explains how to find it.
  • THX for your answer .
    I use
    Photon Cloud
    Vinking demo Photon cloud ( from unity asset store )
    and the teleport script from pinball free source

    I make one test in local ( with script teleport ) and the nameobject "Charprefab (clone) 1000" (i have see this name for the carprefab )
    And thats work fine.

    But when i upload the de project online.
    I can connect, and enter the room not a pb . but the teleport dont work when thats online .

    for parameter the teleport script, i need to enter the name of charprefab.
    i have try charprefab, viking ... dont work .

    I need know the name of the "Charprefab" when thats connect online .

    EDIT :
    If you want , i can upload zip file of the project for see.
  • > for parameter the teleport script, i need to enter the name of charprefab.
    > i have try charprefab, viking ... dont work .

    The prefab for a character/avatar is just the (prefab) name any mesh/prefab you want to use. This requires you to put the prefab in a "Resources" folder. Maybe you didn't do that?
    The Viking Demo itself should work no matter of uploaded somewhere or not.

    No matter where the client is loaded from, it should produce a debug log which you definitely should check.
    I expect this is a pure client side issue, as the cloud can be connected fine and works the same way for all games we run.
  • I found my solution. for those who have the same problem just the nome:
    "Charprefab (clone) 1000"
    "Charprefab (clone) 2000"
    "Charprefab (clone) 3000" ....

    Thx
    :)