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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