instantiate players with different data PUN2 Unity
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instantiate players with different data PUN2 Unity
Starik
2022-07-31 15:08:46
Hi everyone.
I create matchmaking with PUN2 in Unity2d. I have a room for two players, which I spawn across each other. For players I have the prefab. This prefab is an object with panels for equipment. In the game scene I fill these panels by script. So I have a problem with filling spawned players.
Two ways, that I tried:
Fill player after instantiating. If I use condition myPhotonView.IsMine -> spawning only "my" player in the game scene. If without this condition -> two players are spawned, BUT only my player has his panels filled.
Fill player before. In this way I get the same results by number of instances of players on the game scene. But they all have the same filled panels.
So I want only that user sees his player and the player of the opponent with correctly filling panels. ))
There is my code...
public class GameController : MonoBehaviourPunCallbacks
{
private PhotonView myPhotonView;
private GameObject player;
[SerializeField] GameObject playerPref;
private EquipmentSlot[] equipmentSlots;
private GameDataManager gdm = new GameDataManager(); //load data from PlayerPrefs
[SerializeField] InventoryItemDatabase inventory;
void Start()
{
myPhotonView = GetComponent
// if (myPhotonView.IsMine) {
player = PhotonNetwork.Instantiate(playerPref.name, Vector3.zero, 0);
initializeComponents(); // first way
// }
}
public void initializeComponents()
{
fillPlayer = player.GetComponent
equipmentSlots = fillPlayer.GetEquipmentSlots();
fillEquip();
}
public void fillEquip()
{
List
foreach (int index in listOfEuipment)
{
InventoryItem item = inventory.getInventoryItem(index);
AddEquipPanelItem(item,);
}
}
public bool AddEquipPanelItem(InventoryItem item)
{
for (int i = 0; i < equipmentSlots.Length; i++)
{
if (equipmentSlots[i].EquipmentType == item.equipmentType)
{
equipmentSlots[i].Item = item;
return true;
}
}
return false;
}
}
Thanks everyone for the help ;)
Comments
Alejandrazo
2022-07-31 18:30:14
Hey , hi again Starik
If i understood well, ¿your second option spawn all of your player slots in all the cameras of all players ? This is because are instantiate with photon i supose, try to Script everything that should dissapear, with that
If(!photonView.isMine)
{
Destroy(gameObject);
}
Alejandrazo 2022-07-31T18:30:14+00:00
Hey , hi again Starik
If i understood well, ¿your second option spawn all of your player slots in all the cameras of all players ? This is because are instantiate with photon i supose, try to Script everything that should dissapear, with that
If(!photonView.isMine)
{
Destroy(gameObject);
}
Thanks for help, but it doesn't work ))) - on the scene is staying only one instance (player).
Maybe I'm not correctly explaining))
Now I have 2 instances (players) on the scene, if I'm not using condition. But data (equipment) is the same.
Attaching screenshot.
Снимок экрана 2022-07-31 в 22.39.56.png
Uploaded 2022-07-31T19:42:46+00:00 470851 bytes I think, that i need to do with data for these panels. Like PhotonNetwork.RaiseEvent.
Because it is not a simple image or color - with these properties all is good and works. But with like custom components, I think there needs to be a special solution ))))
Alejandrazo
2022-07-31 21:36:12
If you only want be able to see second player equipment while you are player one continue reading:
The player 1
PhotonNetwork.Instantiate(slot1Equipment,slot1position,Quaternion.identity);
The player 2
PhotonNetwork.Instantiate(slot1Equipment,slot5position,Quaternion.identity);
/slot1Equipment== the item you want for fill an slot(needs photonview for show to other players)/
/Slot1position==The position of slot 1 wich (Slot 1needs photonview)/
/Slot5position==The position of "slot1 of second player"(Slot 5 needs photonview)/
This is an example, N° of slots maybe no correct for you, i hope it works if i understood problem i hope you understand me too.
Alejandrazo 2022-07-31T21:36:12+00:00
If you only want be able to see second player equipment while you are player one continue reading:
____________________
The player 1
PhotonNetwork.Instantiate(slot1Equipment,slot1position,Quaternion.identity);
The player 2
PhotonNetwork.Instantiate(slot1Equipment,slot5position,Quaternion.identity);
/*slot1Equipment== the item you want for fill an slot(needs photonview for show to other players)*/
/*Slot1position==The position of slot 1 wich (Slot 1needs photonview)*/
/*Slot5position==The position of "slot1 of second player"(Slot 5 needs photonview)*/
________________
This is an example, N° of slots maybe no correct for you, i hope it works if i understood problem i hope you understand me too.
So it does not work for some reasons... )) For example, if I change my prefab to the easy 2d object and change color in this object - all is good.
void Start()
{
myPhotonView = GetComponent<PhotonView>();
player = PhotonNetwork.Instantiate(playerPref.name, Vector3.zero, 0);
player.GetComponent<SpriteRenderer>().color = Color.blue;
}
After this code I will get 2 objects on the scene and only "my" will have a blue color.
Unfortunately, it is not working in my case with fill players panels.
Alejandrazo
2022-08-03 04:39:48
i think you should give a number to all slots of equipment, for example:
if(photoView.isMasterClient)
{
fillslot1;
fillslot2;
fillslot3;
}
else
{
fillslot4;
fillslot5;
fillslot6;
}
in 2 players game, should not be there any problem with that i think, the equipment needs photonview too!
this easy way maybe not the best, but its a good idea i think, you need to do two groups of slots, player 1 slots and player 2 slots by any way.
Unsolicited tip:
When you select any text block in a post, there is a "paragraph" icon on the left (outside the input box). Click it, then the "quotation marks" icon (tooltip "Toggle Special Formats Menu") and you can turn any part into a code block.
Sorry for the convoluted way to make this happen.
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