Bolt Basics - Instantiating a player and assigning controls
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AdamN
✭
in Photon Bolt
So I decided to switch to Bolt a couple days ago from UNet. I'm hoping to have smoother network sync with Bolt with some of it's out of the box solutions.
My current dilemma is, I am just working with the basics and trying to assign controls to player on load which basically just consists of enabling scripts and/or other components that control player movement/cameras/etc... According to the documentation, it seemed like this would best be done under SimulateOwner() method. However, after doing a build and testing, both players have controls over both players.
So really my question is: What is the best way to assign controls to a single player.
My current dilemma is, I am just working with the basics and trying to assign controls to player on load which basically just consists of enabling scripts and/or other components that control player movement/cameras/etc... According to the documentation, it seemed like this would best be done under SimulateOwner() method. However, after doing a build and testing, both players have controls over both players.
So really my question is: What is the best way to assign controls to a single player.
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This is my code I am using which for the most part I got from the documentation.
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Networking; public class AssignPlayerControl : Bolt.EntityBehaviour<IMainPlayer> { public override void Attached() { state.SetTransforms(state.MainPlayerTransform, transform); } public override void SimulateOwner() { BaseAttributes.FPCamera.enabled = true; BaseAttributes.MouseLook.enabled = true; BaseAttributes.CCDriver.enabled = true; BaseAttributes.PlayerInput.enabled = true; } }
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You are enabling these things on owner when you should be enabling them on ControlGained.
The tutorial goes step by step through making a server auth game https://doc.photonengine.com/en-us/bolt/current/advanced-tutorials/chapter-10