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Player position not synchronizing [Photon Transform View]

jcjms
2022-07-12 17:39:46

Dear communty, I've been programming a photon multiplayer game in unity for a few days. When I create a room I can't move until a second player joins (but that doesn't matter for now). The real problem comes when a second player joins. The player controller for the second player is spawned and I can move freely, but my movement change is not displayed on the other player's screen. There I just stand still, although I have already moved a long way.

Here are 2 pictures of my player prefab:

1.

2.

And yes, I noticed it too. There are two transform views on the prefab (classic and normal) but one is disabled. In that respect it shouldn't be a problem. It didn't work even with just one.

Here is a screenshot of my first person camera (I think the error is somewhere here):

I've added the photon view here again because the 'First Person Look Script' checks 'if (!photonView.IsMine)' again. And if I hadn't attached the Photon view I would of course get a NullReferenceException. I think thats the error, but how should I do it if not like this?

Here is a picture of the hierarchy of my prefab:

I got the base of the player controller from the unity asset store (https://assetstore.unity.com/packages/tools/input-management/mini-first-person-controller-174710).

Here are some of the player controller scripts that might be useful:

FirstPersonLook:

Code (CSharp):

using

  • UnityEngine;

using

  • Photon.Pun;

public class

  • FirstPersonLook : MonoBehaviour

  • {

  • [SerializeField]

  • Transform character;

public float

  • sensitivity = 2;

public float

  • smoothing = 1.5f;


  • Vector2 velocity;

  • Vector2 frameVelocity;

  • PhotonView photonView;


void

  • Reset()

  • {

  • // Get the character from the FirstPersonMovement in parents.

  • character = GetComponentInParent().transform;

  • }

void

  • Start()

  • {

  • // Lock the mouse cursor to the game screen.

  • Cursor.lockState = CursorLockMode.Locked;

  • photonView = GetComponent();

  • }

void

  • Update()

  • {

if

  • (!photonView.IsMine)

  • {

  • // Get smooth velocity.

Vector2 mouseDelta = new

  • Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y"));

  • Vector2 rawFrameVelocity = Vector2.Scale(mouseDelta, Vector2.one * sensitivity);

  • frameVelocity = Vector2.Lerp(frameVelocity, rawFrameVelocity, 1 / smoothing);

  • velocity += frameVelocity;

  • velocity.y = Mathf.Clamp(velocity.y, -90, 90);


  • // Rotate camera up-down and controller left-right from velocity.

  • transform.localRotation = Quaternion.AngleAxis(-velocity.y, Vector3.right);

  • character.localRotation = Quaternion.AngleAxis(velocity.x, Vector3.up);

  • }

  • }

  • }

FirstPersonMovement:

Code (CSharp):

using

  • System.Collections.Generic;

using

  • UnityEngine;

using

  • Photon.Pun;

  • public class FirstPersonMovement : MonoBehaviour

  • {

public float

  • speed = 5;

  • [Header("Running")]

  • public bool canRun = true;

public bool IsRunning { getprivate set

  • ; }

public float

  • runSpeed = 9;

public

  • KeyCode runningKey = KeyCode.LeftShift;

  • public GameObject bullet;

public

  • Transform firePoint;

public

  • AudioSource shootingSound;

  • PhotonView photonView;


  • Rigidbody rigidbody;

  • /// Functions to override movement speed. Will use the last added override.

public List<System.Func<float>> speedOverrides = new List<System.Func<float

  • ();

  • void Awake()

  • {

  • // Get the rigidbody on this.

  • rigidbody = GetComponent();

  • }


private void

  • Start()

  • {

  • photonView = GetComponent();

  • }


void

  • FixedUpdate()

  • {

if

  • (!photonView.IsMine)

  • {


  • // Update IsRunning from input.

  • IsRunning = canRun && Input.GetKey(runningKey);

  • // Get targetMovingSpeed.

float

  • targetMovingSpeed = IsRunning ? runSpeed : speed;

  • if (speedOverrides.Count > 0)

  • {

  • targetMovingSpeed = speedOverridesspeedOverrides.Count - 1;

  • }


  • // Get targetVelocity from input.

Vector2 targetVelocity =new

  • Vector2( Input.GetAxis("Horizontal") * targetMovingSpeed, Input.GetAxis("Vertical") * targetMovingSpeed);

  • // Apply movement.

rigidbody.velocity = transform.rotation * new

  • Vector3(targetVelocity.x, rigidbody.velocity.y, targetVelocity.y);


  • // Shooting

if

  • (Input.GetMouseButtonDown(0))

  • {

  • Instantiate(bullet, firePoint.position, firePoint.rotation);

  • shootingSound.Play();

  • }

  • }

  • /// Update IsRunning from input.*

  • IsRunning = canRun && Input.GetKey(runningKey);

  • // Get targetMovingSpeed.

  • float targetMovingSpeed = IsRunning ? runSpeed : speed;

  • if (speedOverrides.Count > 0)

  • {

  • targetMovingSpeed = speedOverridesspeedOverrides.Count - 1;

  • }

  • // Get targetVelocity from input.

  • Vector2 targetVelocity =new Vector2( Input.GetAxis("Horizontal") * targetMovingSpeed, Input.GetAxis("Vertical") * targetMovingSpeed);

  • // Apply movement.

  • rigidbody.velocity = transform.rotation * new Vector3(targetVelocity.x, rigidbody.velocity.y, targetVelocity.y);

  • // Shooting

  • if(Input.GetMouseButtonDown(0))

  • {

  • Instantiate(bullet, firePoint.position, firePoint.rotation);

  • shootingSound.Play();

  • }/*

  • }

  • }

Jump:

Code (CSharp):

using

  • UnityEngine;

using

  • Photon.Pun;

public class

  • Jump : MonoBehaviour

  • {

  • Rigidbody rigidbody;

public float

  • jumpStrength = 2;

public event

  • System.Action Jumped;

  • [SerializeField, Tooltip("Prevents jumping when the transform is in mid-air.")]

  • GroundCheck groundCheck;

  • PhotonView photonView;

  • void Reset()

  • {

  • // Try to get groundCheck.

  • groundCheck = GetComponentInChildren();

  • }


void

  • Awake()

  • {

  • // Get rigidbody.

  • rigidbody = GetComponent();

  • }

private void

  • Start()

  • {

  • photonView = GetComponent();

  • }

void

  • LateUpdate()

  • {

if

  • (!photonView.IsMine)

  • {

  • // Jump when the Jump button is pressed and we are on the ground.

if

  • (Input.GetButtonDown("Jump") && (!groundCheck || groundCheck.isGrounded))

  • {

  • rigidbody.AddForce(Vector3.up * 100 * jumpStrength);

  • Jumped?.Invoke();

  • }

  • }

  • }

  • }


Crouch:

Code (CSharp):

using

  • UnityEngine;

using

  • Photon.Pun;

public class

  • Crouch : MonoBehaviour

  • {

public

  • KeyCode key = KeyCode.LeftControl;

  • [Header("Slow Movement")]

  • [Tooltip("Movement to slow down when crouched.")]

  • public FirstPersonMovement movement;

  • [Tooltip("Movement speed when crouched.")]

public float

  • movementSpeed = 2;

  • [Header("Low Head")]

  • [Tooltip("Head to lower when crouched.")]

public

  • Transform headToLower;

  • [HideInInspector]

public float

  • ? defaultHeadYLocalPosition;

public float

  • crouchYHeadPosition = 1;


  • [Tooltip("Collider to lower when crouched.")]

public

  • CapsuleCollider colliderToLower;

  • [HideInInspector]

public float

  • ? defaultColliderHeight;


public bool IsCrouched { getprivate set

  • ; }

public event

  • System.Action CrouchStart, CrouchEnd;

  • PhotonView photonView;


void

  • Reset()

  • {

  • // Try to get components.

  • movement = GetComponentInParent();

  • headToLower = movement.GetComponentInChildren().transform;

  • colliderToLower = movement.GetComponentInChildren();

  • }

private void

  • Start()

  • {

  • photonView = GetComponent();

  • }

void

  • LateUpdate()

  • {

if

  • (!photonView.IsMine)

  • {

if

  • (Input.GetKey(key))

  • {


  • // Enforce a low head.

if

  • (headToLower)

  • {

  • // If we don't have the defaultHeadYLocalPosition, get it now.

if

  • (!defaultHeadYLocalPosition.HasValue)

  • {

  • defaultHeadYLocalPosition = headToLower.localPosition.y;

  • }

  • // Lower the head.

headToLower.localPosition =new

  • Vector3(headToLower.localPosition.x, crouchYHeadPosition, headToLower.localPosition.z);

  • }

  • // Enforce a low colliderToLower.

if

  • (colliderToLower)

  • {

  • // If we don't have the defaultColliderHeight, get it now.

if

  • (!defaultColliderHeight.HasValue)

  • {

  • defaultColliderHeight = colliderToLower.height;

  • }

  • // Get lowering amount.

float

  • loweringAmount;

if

  • (defaultHeadYLocalPosition.HasValue)

  • {

loweringAmount = defaultHeadYLocalPosition.Value

  • - crouchYHeadPosition;

  • }

  • else

  • {

  • loweringAmount = defaultColliderHeight.Value * .5f;

  • }

  • // Lower the colliderToLower.

colliderToLower.height = Mathf.Max(defaultColliderHeight.Value

  • - loweringAmount, 0);

  • colliderToLower.center = Vector3.up * colliderToLower.height * .5f;

  • }

  • // Set IsCrouched state.

if

  • (!IsCrouched)

  • {

IsCrouched = true

  • ;

SetSpeedOverrideActive(true

  • );

  • CrouchStart?.Invoke();

  • }

  • }

  • else

  • {

if

  • (IsCrouched)

  • {


  • // Rise the head back up.

if

  • (headToLower)

  • {

headToLower.localPosition = new Vector3(headToLower.localPosition.x, defaultHeadYLocalPosition.Value

  • , headToLower.localPosition.z);

  • }


  • // Reset the colliderToLower's height.

if

  • (colliderToLower)

  • {

colliderToLower.height = defaultColliderHeight.Value

  • ;

  • colliderToLower.center = Vector3.up * colliderToLower.height * .5f;

  • }

  • // Reset IsCrouched.

IsCrouched = false

  • ;

  • SetSpeedOverrideActive(false);

  • CrouchEnd?.Invoke();

  • }

  • }

  • }

  • }

  • #region Speed override.

void SetSpeedOverrideActive(bool

  • state)

  • {

  • // Stop if there is no movement component.

if

  • (!movement)

  • {

return

  • ;

  • }

  • // Update SpeedOverride.

if

  • (state)

  • {


  • // Try to add the SpeedOverride to the movement component.

if

  • (!movement.speedOverrides.Contains(SpeedOverride))

  • {

movement.speedOverrides.Add

  • (SpeedOverride);

  • }

  • }

  • else

  • {

  • // Try to remove the SpeedOverride from the movement component.

if

  • (movement.speedOverrides.Contains(SpeedOverride))

  • {

movement.speedOverrides.Remove

  • (SpeedOverride);

  • }

  • }

  • }


float

  • SpeedOverride() => movementSpeed;

  • #endregion

  • }

I think that should be enough. If anything else is needed just let me know.

Thank you for helping me!

Kind regards, jcjms.

Comments

Tobias
2022-07-14 14:50:40

The PUN Basics Tutorial is about getting characters synchronized. Check it out for a reference.

jcjms
2022-07-15 08:58:00

Solved it my self somehow, don't know how, but it works now. Thank you for answering. Kind regards.

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