Timeline for Unet how to control child gameobject?
Current License: CC BY-SA 3.0
21 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Mar 30, 2017 at 19:55 | answer | added | InfinityBeard | timeline score: 0 | |
| S Dec 10, 2016 at 18:47 | history | bounty ended | CommunityBot | ||
| S Dec 10, 2016 at 18:47 | history | notice removed | CommunityBot | ||
| Dec 10, 2016 at 16:56 | vote | accept | Kevin Kuyl | ||
| Dec 10, 2016 at 16:56 | answer | added | Kevin Kuyl | timeline score: 0 | |
| Dec 8, 2016 at 3:26 | comment | added | Kevin Kuyl | @realUser404 i figured out the problem may be a lot deeper than i initially thought. the player gameobject doesn't even get spawned properly. seems i still have a lot to learn about unet. | |
| Dec 7, 2016 at 10:05 | comment | added | realUser404 | @KevinKuyl did you try out? | |
| Dec 5, 2016 at 9:57 | comment | added | realUser404 | @KevinKuyl First you should make sure your "Player gameobject" has its isLocalPlayer variable set to true. If it is not the case, you should find out why. If it is set to true, then you can use base.isLocalPlayer instead and it should work! | |
| Dec 5, 2016 at 0:15 | comment | added | Kevin Kuyl | @Gnemlock i apologize, you're right. just not when pressing play in the editor. But do you have any idea why, when i spawn a child (simply by instantiating a prefab, setting its parent, and spawning it on the server) isLocalPlayer is false? to my understanding children of the local player should inherit this value as true. | |
| Dec 4, 2016 at 23:32 | comment | added | Gnemlock | @KevinKuyl, actually, they do. | |
| Dec 4, 2016 at 21:35 | comment | added | Kevin Kuyl | @realUser404 Breakpoints unfortunately don't work in unity. | |
| Dec 3, 2016 at 8:48 | comment | added | Kevin Kuyl | alright, from what i've been able to figure out the problem is that the prefab gets spawned, but its children don't have client authority. do i really need to loop through the prefab and spawn each child seperately with client authority, or is there some easier way? | |
| Dec 2, 2016 at 19:49 | comment | added | Kevin Kuyl | yes, it is false, what i cant figure out is why it is false. it's a child of the player gameobject. | |
| Dec 2, 2016 at 17:47 | comment | added | John Hamilton | ^ I agree, try printing out isLocalPlayer before that if instead of just saying "Weapon Spawned." and see if it gives false (it probably does) and find out why it does. We don't have the rest of your code so we don't know what the class of isLocalPlayer is let alone why it doesn't work. (is it even a boolean or an int or something you can check for true vs false? is it ever being set or just initialized?) Does this object even have access to that variable? | |
| Dec 2, 2016 at 17:19 | comment | added | realUser404 | You do not have the "Weapon set as local player" log message right? Then the isLocalPlayer variable must be at false. Can you put a breakpoint to check? | |
| S Dec 2, 2016 at 17:16 | history | bounty started | Kevin Kuyl | ||
| S Dec 2, 2016 at 17:16 | history | notice added | Kevin Kuyl | Draw attention | |
| S Nov 30, 2016 at 9:19 | history | suggested | Pikalek | CC BY-SA 3.0 | added another code markup instance, added 'debugging' tag, fixed a bit of spelling & grammar |
| Nov 30, 2016 at 5:12 | review | Suggested edits | |||
| S Nov 30, 2016 at 9:19 | |||||
| Nov 30, 2016 at 4:02 | review | First posts | |||
| Nov 30, 2016 at 11:01 | |||||
| Nov 30, 2016 at 4:01 | history | asked | Kevin Kuyl | CC BY-SA 3.0 |