When I join a room everything works great, hand gestures works good no issues,īut, when player leaves my VR hands freeze, I can move the hands, even press buttons, but the gestures don’t work.myUnit.GetComponent().playerID = playerID PV.RPC("RPC_ID", RpcTarget.AllBuffered, playerID) MyUnit = PhotonNetwork.Instantiate(Path.Combine("PhotonPrefabs", "UnitAvatar"), PlayerID = Random.Range(0, GameSetUp.GS.spawnPoints.Length) Public class PhotonPlayer : MonoBehaviourPun Now just need to assign them "playerID" & tag. Tried directly, tried via the function argument with PunRPC attribute (using PUN2).Īll of those objects have PhotonViewer, their transforms sync and driven. Other clients do not get "playerID" in their objects. The master-client object passed random "playerID". I have not tried any other troubleshooting step but any and all help would be appreciated! Has anyone here ever experienced anything similar? Buttons suddenly stop registering inputs until you restart everything? I had to restart my PC for the controllers to work normally again. And when I'm putting breakpoints in my code inside of Visual Studio, the unity never stops or, the console never register any debug.logs from buttons that are being pressed down when I have connected only once in this entire session to a Photon room. Before connecting to a room and after connecting to a room. I can no longer register any inputs in an update loop or anywhere else. But anything that has to do with pressing buttons or even using the touch controls stops working as soon as I connect to Photon, and they stay that way, e.g. I can even track my player over the network and it updates correctly on the second client. Now this is weird, controllers first working fine, then stop working as soon as I've entered a room and still not working even after exiting the room and restarting play-mode. It's like the controllers have stopped working completely. When I EXIT play-mode and then enter it again, this time without trying to connect to a Room or anything, the controllers no longer register any inputs. No button press registers except for pressing the "menu" button to bring up the SteamVR overlay. pressing any button does not register, at all. When I am connecting to a room, I'm now getting issues with the controllers no longer responding. When I am using Unity without connecting to a room, and trying to use the controllers, when pressing the trigger button, everything registers normally and correctly. In part 2 of the series we will set up the initial project and the state machine.I have been encountering a game-breaking bug(?) that has to do with Unity and Photon. This series of articles will show you how to build this system. So up to 10 game servers are running in the background. The matchmaker is configured to run with one player per match. Here is a video of the game running with 10 clients. The clients show the state that they are in and when they join a Game Server they show their player (and other player) moving around the window as well as showing the port that the game server is communicating with the clients to support Both synchronization. It handles timeouts with the Master Server as well as with the Game Server. The client runs a state machine shown below. When game ends, client disconnects from game server.The clients/game server run something to sync state (Unet/Forge/Bolt/etc.).Clients connect to game server to play a game.Clients are told by the matchmaker about their game server.Game server is told by the matchmaker the match details, players, etc.Match is identified, Spawner spawns a game server on some machine.I extended it to support the following use case. It supports a join lobby model of play out of the box.
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