i am controlling all the players instead of one
when i press my controller input all of the players move at once
this is the code
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using Photon.Pun;
public class PlayerMovement : MonoBehaviour
{
[Header("Movement")]
public float moveSpeed;
public float groundDrag;
public float jumpForce;
public float jumpCooldown;
public float airMultiplier;
bool readyToJump;
[HideInInspector] public float walkSpeed;
[HideInInspector] public float sprintSpeed;
[Header("Keybinds")]
public KeyCode jumpKey = KeyCode.Space;
[Header("Ground Check")]
public float playerHeight;
public LayerMask whatIsGround;
bool grounded;
public Transform orientation;
float horizontalInput;
float verticalInput;
Vector3 moveDirection;
Rigidbody rb;
[HideInInspector] public TextMeshProUGUI text_speed;
PhotonView view;
private void Awake()
{
if (!view.IsMine && GetComponent<PlayerMovement>() != null)
{
}
}
private void Start()
{
view = GetComponent<PhotonView>();
rb = GetComponent<Rigidbody>();
rb.freezeRotation = true;
readyToJump = true;
}
private void Update()
{
// ground check
grounded = Physics.Raycast(transform.position, Vector3.down, playerHeight * 0.5f + 0.2f, whatIsGround);
MyInput();
SpeedControl();
// handle drag
if (grounded)
rb.drag = groundDrag;
else
rb.drag = 0;
}
private void FixedUpdate()
{
MovePlayer();
}
private void MyInput()
{
horizontalInput = Input.GetAxisRaw("Horizontal");
verticalInput = Input.GetAxisRaw("Vertical");
// when to jump
if(Input.GetKey(jumpKey) && readyToJump && grounded)
{
readyToJump = false;
Jump();
Invoke(nameof(ResetJump), jumpCooldown);
}
}
private void MovePlayer()
{
// calculate movement direction
moveDirection = orientation.forward * verticalInput + orientation.right * horizontalInput;
// on ground
if(grounded)
rb.AddForce(moveDirection.normalized * moveSpeed * 10f, ForceMode.Force);
// in air
else if(!grounded)
rb.AddForce(moveDirection.normalized * moveSpeed * 10f * airMultiplier, ForceMode.Force);
}
private void SpeedControl()
{
Vector3 flatVel = new Vector3(rb.velocity.x, 0f, rb.velocity.z);
// limit velocity if needed
if(flatVel.magnitude > moveSpeed)
{
Vector3 limitedVel = flatVel.normalized * moveSpeed;
rb.velocity = new Vector3(limitedVel.x, rb.velocity.y, limitedVel.z);
}
text_speed.SetText("Speed: " + flatVel.magnitude);
}
private void Jump()
{
// reset y velocity
rb.velocity = new Vector3(rb.velocity.x, 0f, rb.velocity.z);
rb.AddForce(transform.up * jumpForce, ForceMode.Impulse);
}
private void ResetJump()
{
readyToJump = true;
}
}
Answers
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Have a look at the PUN Basics Tutorial. It explains from scratch, how to setup a prefab for users, how to control only one character and more.
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yes but it mixed me up more
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use if(getCompenent<PhotonView>().isMine) before the input function
if(getCompenent<PhotonView>().isMine) => permit to limite de code to your own player
0