photonView.IsMine

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photonView.IsMine

Persian99
2019-12-12 00:15:03

Hi there,

I feel kinda dumb asking this but I think that "photonView.IsMine" is not working, at least is not working on my project. I'm following step by step the tutorial from the documentation and I got stuck in this part when you check the others beams and check the player health. When I get to add it into OnTriggerEnter and OnTriggerStay method I get an error, it shows like if I wrote it wrong. I've been looking at the whole script for two hours and I can't find what's wrong.

I would really appreciate it if you could help me.

Here's a link to a screenshot I took from the script (I couldn't figure out how to upload a picture here so I uploaded to Google Drive):

https://drive.google.com/open?id=1JXYEKxstXN2HkxptSvGKr2m03sXTM2_j

Also, I'll leave de PlayerManager script I have:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Photon.Pun;
using Photon.Realtime;

namespace Com.JmJdProd.Murderer
{

public class PlayerManager : MonoBehaviour
{
#region Private Fields

[Tooltip("The Beams GameObject to control")]  
[SerializeField]  
private GameObject beams;  
//True, when the user is firing  
bool IsFiring;  
    #endregion

    #region Public Fields

    [Tooltip("The current Health of our player")]  
    public float Health = 1f;

    #endregion

    #region MonoBehaviour CallBacks

    /// <summary>  
    /// MonoBehaviour method called on GameObject by Unity during early initialization phase.  
    /// </summary>  
    void Awake()  
{  
    if (beams == null)  
    {  
        Debug.LogError("<Color=Red><a>Missing</a></Color> Beams Reference.", this);  
    }  
    else  
    {  
        beams.SetActive(false);  
    }  
}


    void OnTriggerEnter(Collider other)  
    {  
    <b class="Bold">    if (PhotonView.IsMine)  
        {  
            return;  
        }</b>

        if (!other.name.Contains("Beam"))  
        {  
            return;  
        }  
        Health -= 0.1f;  
    }

    void OnTriggerStay(Collider other)  
    {

     <b class="Bold">   if (!photonView.IsMine)  
        {  
            return;  
        }</b>

        if (!other.name.Contains("Beam"))  
        {  
            return;  
        }  
        Health -= 0.1f * Time.deltaTime;  
    }  
    void Update()  
{

        if (Health <= 0f)  
        {  
            GameManager.Instance.LeaveRoom();  
        }

        ProcessInputs();

    // trigger Beams active state  
    if (beams != null && IsFiring != beams.activeInHierarchy)  
    {  
        beams.SetActive(IsFiring);  
    }  
}



    #endregion

    #region Custom

    void ProcessInputs()  
{  
    if (Input.GetButtonDown("Fire1"))  
    {  
        if (!IsFiring)  
        {  
            IsFiring = true;  
        }  
    }  
    if (Input.GetButtonUp("Fire1"))  
    {  
        if (IsFiring)  
        {  
            IsFiring = false;  
        }  
    }  
}

#endregion  

}
}

Comments

jwehr
2019-12-12 17:39:30

I have the same issue. People have been asking about this over and over. Could someone address it?

jwehr
2019-12-12 18:13:44

This question has been answered, but for whatever reason, they don't update the tutorial. Remove the check for photonview.ismine and just ProcessInputs(); You will add the check in the next section properly.

JohnTube
2019-12-12 18:34:04

Hi @Persian99, @jwehr,

Thank you for choosing Photon!

Documentation page update done.

Sorry for the inconvenience.

Thanks you for your patience and understanding.

Persian99
2019-12-13 21:59:17

@JohnTube and @jwehr

Thanks for answering, I just realized I missed something really important in the script ( 'MonoBehaviourPunCallBacks)

Anyway, I really appreciate you took your time to answer.

Thanks again and hope you have happy holidays.

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