I can't see other players
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Hello, I've made a fps game so far, but I can't see other players. And i don't know what to do, because I'm a beginning Developer. So can someone help me out of this? Here is the connection part of my connectionmanager.
{ int state; string playerName; string roomName; public GUISkin conGUI; public AudioSource aSource; public AudioClip clickSound; public AudioClip backSound; bool connecting; private Dictionary<string, RoomInfo> cachedRoomList; bool listRefreshed; Vector2 scroll; public int[] maxPlayers; int players = 2; public string[] gameMode; int modeIndex; public string[] mapList; int mapIndex; string prefix = "GunSquad"; public string currentVersion = "1.0"; public bool showConnectionStatus; [Header("Customization")] public GameObject dummy; public Renderer eyeRenderer; static int eyeIndex = 0; public Renderer bodyRenderer; static int bodyIndex = 1; public static string[] colorList = new string[]{"Black", "White", "Red", "Green", "Blue"}; public static Color[] colors = new Color[]{new Color(0.09f,0.09f,0.09f,1), new Color(1,1,1,1), new Color(1,0.14f,0.14f,1), new Color(0,1,0,1), new Color(0,0.67f,1,1)}; static int selectedRegion = 1; public enum Regions {EU = 1, US = 2, RU = 3, BR = 4} public Regions defaultRegion = Regions.EU; void Awake() { System.Globalization.CultureInfo ci = new System.Globalization.CultureInfo("en-US"); System.Threading.Thread.CurrentThread.CurrentCulture = ci; Application.targetFrameRate = -1; selectedRegion = (int)defaultRegion; } void Start() { PhotonNetwork.IsMessageQueueRunning = true; PhotonNetwork.SendRate = 20; PhotonNetwork.SerializationRate = 10; PhotonNetwork.AutomaticallySyncScene = true; cachedRoomList = new Dictionary<string, RoomInfo>(); roomName = "GunSquad (" + Random.Range(10, 999) + ")"; if(PhotonNetwork.LocalPlayer.NickName == "") { playerName = "Guest (" + Random.Range(10, 999) + ")"; SavePlayerProps(); } else { playerName = PhotonNetwork.LocalPlayer.NickName; state = 1; } PhotonNetwork.GameVersion = prefix + currentVersion; PhotonNetwork.ConnectUsingSettings(); ConnectToRegion(); } void ConnectToRegion() { if(PhotonNetwork.IsConnected) PhotonNetwork.Disconnect(); if(selectedRegion == 2){ PhotonNetwork.ConnectToRegion("us"); }else if(selectedRegion == 3){ PhotonNetwork.ConnectToRegion("ru"); }else if(selectedRegion == 4){ PhotonNetwork.ConnectToRegion("sa"); }else{ PhotonNetwork.ConnectToRegion("eu"); } }
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Comments
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But I can see the bullet holes, so there is something wrong.0
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Can i see how you are connecting to the game world where the players operate?0
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Do you have discord?
Then can i send a video.0 -
Preferably screenshots here would help so that other users with similar issues can learn from it.0
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Hi @KaasKnaller,
Thank you for choosing Photon!
How do you instantiate player objects?
Do you use PhotonNetwork.Instantiate or something else?
Also maybe there is an issue with matchmaking; check out our "Matchmaking Checklist".0 -
@JohnTube I've fixed this error. I can see the player now. But there some other bug: Assertion failed on expression: '(!CompareApproximately(aScalar, 0.0F)' Here is a screen shot of the code: https://gyazo.com/479016af67f0f02a00201966e22f6407 I hope you can help me with this.0
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Hi @KaasKnaller,
Could you share the full stack trace of the exception?
Also, what PUN version are you using?0 -
Hey @JohnTube I'm using PUN2, and here is the full stack trace:
Assertion failed on expression: '!CompareApproximately(aScalar, 0.0F)'
0x0000000141414DC8 (Unity) StackWalker::GetCurrentCallstack
0x000000014141B276 (Unity) StackWalker::ShowCallstack
0x00000001412FEA6B (Unity) GetStacktrace
0x000000014014303E (Unity) DebugStringToFile
0x000000014019DC6C (Unity) operator/
0x00000001408C3F8E (Unity) Lerp
0x00000001417DABDA (Unity) Quaternion_CUSTOM_Lerp_Injected
0x000000001C69A818 (Mono JIT Code) (wrapper managed-to-native) UnityEngine.Quaternion:Lerp_Injected (UnityEngine.Quaternion&,UnityEngine.Quaternion&,single,UnityEngine.Quaternion&)
0x000000001C69A67B (Mono JIT Code) UnityEngine.Quaternion:Lerp (UnityEngine.Quaternion,UnityEngine.Quaternion,single)
0x000000001C6997DB (Mono JIT Code) [PlayerNetworkInstance.cs:43] UnrealFPS.Network.PlayerNetworkInstance:Update ()
0x000000001CB355B8 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr)
0x00007FFE9F5BBE7B (mono-2.0-bdwgc) [mini-runtime.c:2809] mono_jit_runtime_invoke
0x00007FFE9F541E32 (mono-2.0-bdwgc) [object.c:2919] do_runtime_invoke
0x00007FFE9F54AE3F (mono-2.0-bdwgc) [object.c:2966] mono_runtime_invoke
0x0000000140C0069A (Unity) scripting_method_invoke
0x0000000140BF09EA (Unity) ScriptingInvocation::Invoke
0x0000000140BB95D7 (Unity) MonoBehaviour::CallMethodIfAvailable
0x0000000140BB9CF1 (Unity) MonoBehaviour::CallUpdateMethod
0x00000001406EBF2C (Unity) BaseBehaviourManager::CommonUpdate
0x00000001406F2616 (Unity) BehaviourManager::Update
0x000000014095C703 (Unity) `InitPlayerLoopCallbacks'::`2'::UpdateScriptRunBehaviourUpdateRegistrator::Forward
0x000000014095B357 (Unity) ExecutePlayerLoop
0x000000014095B423 (Unity) ExecutePlayerLoop
0x000000014095E6E1 (Unity) PlayerLoop
0x000000014133D25F (Unity) PlayerLoopController::UpdateScene
0x000000014133B810 (Unity) Application::TickTimer
0x0000000141497C4B (Unity) MainMessageLoop
0x00000001414998E6 (Unity) WinMain
0x00000001424846FA (Unity) __scrt_common_main_seh
0x00007FFF04347974 (KERNEL32) BaseThreadInitThunk
0x00007FFF06ACA271 (ntdll) RtlUserThreadStart
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Hi @KaasKnaller,
Sorry for the delay.
It looks like this is not a PUN issue.
The issue seems to happen in line 43 of the file "PlayerNetworkInstance.cs".
The error is related to Quaternion lerp inside theUpdate
method of the classUnrealFPS.Network.PlayerNetworkInstance
.
It could be a Unity issue or a missing script reference.
You could search "Assertion failed on expression: '!CompareApproximately(aScalar, 0.0F)'" on Google.0