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To implement real-time multiplayer functionality, we used syncedRoom and playerSync.
However, when two browsers access the same URL, the character of the first browser does not already exist, but two characters are created and manipulated at the same time.
Afterwards, the second character is created in the initial position in the first browser, and these characters do not affect the position of the characters in each browser.
Also, after adding the syncedRoom and Player Sync, the camera doesn't follow the character like before.
Hello @Wisdom-Kim the problem here is that you try to combine a component that doesnt handle networking ownership (the experimental CharacterControllerInput) and that's why ever connected user controls all instantiated avatars. I'll take a look at adding support for that
Describe the bug 💬
To implement real-time multiplayer functionality, we used syncedRoom and playerSync.
However, when two browsers access the same URL, the character of the first browser does not already exist, but two characters are created and manipulated at the same time.
Afterwards, the second character is created in the initial position in the first browser, and these characters do not affect the position of the characters in each browser.
Also, after adding the syncedRoom and Player Sync, the camera doesn't follow the character like before.
Operating System 👩💻
Windows
What browsers are you seeing the problem on? 🏄♂️
Chrome
Editor Version 🎲
2021.3
Needle Exporter version
2.67.13-pre
Project Info (Unity only) 📜
Steps to reproduce 🔢
Reproduction ♻
https://livecauac-my.sharepoint.com/:u:/g/personal/cocoa389_cau_ac_kr/EVHiQPPFgw9OouhkcNiMcDYBEUOBg8lRjGT6z-60uVwRRg?e=MjZQ9y
Validations 🩹
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