I have a networked game with a ship that the player flies around. The ship is a prefab with a camera. When the app runs, the player can move the ship around and the camera moves with the prefab as expected. However, when another player joins the game, that new player takes control of the camera. Each player still has control of their ship and they can move independently, but the camera follows the most recently joined player ship.
I'm at a loss becuase the camera is the child of the player prefab, so I don't understand how another player can have control of the camera.
I've tried adding a network identity with local player identity, but not sure what else to try.
I would like the camera to follow the local player ship.
Please let me know if anything else would help diagnose this issue.
There isn't really any relevant code, but this code does set the initial camera to inactive so that the prefab camera becomes the active camera...
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Networking;
public class move : NetworkBehaviour {
public float moveSpeed = 1f;
public float smoothTimeY;
public float smoothTimeX;
private GameObject joystickcont;
private Camera firstcamera;
public Camera shipcamera;
[SyncVar(hook = "OnSetScale")]
private Vector3 scale;
[Command]
public void CmdSetScale(Vector3 vec)
{
scale = vec;
}
private void OnSetScale(Vector3 vec)
{
transform.localScale = vec;
}
void Start () {
if (!isLocalPlayer)
{
return;
}
firstcamera = GameObject.FindWithTag("firstcamera").GetComponent<Camera>();
firstcamera.gameObject.SetActive(false);
shipcamera.gameObject.SetActive(true);
CmdSetScale(gameObject.transform.localScale);
gameObject.transform.localScale = new Vector3(0.05f, 0.05f, 1);
}
void Update () {
if (!isLocalPlayer)
{
return;
}
CmdSetScale(gameObject.transform.localScale);
Vector3 dir = Vector3.zero;
dir.x = Input.GetAxis("Horizontal");
dir.y = Input.GetAxis("Vertical");
joystick moveJoystick = joystickcont.GetComponent<joystick>();
if (moveJoystick.InputDirection != Vector3.zero)
{
dir.x = moveJoystick.InputDirection.x;
dir.y = moveJoystick.InputDirection.y;
}
var rb = gameObject.GetComponent<Rigidbody2D>();
if (dir == Vector3.zero)
{
}
else
{
float heading = Mathf.Atan2(dir.x, dir.y);
transform.rotation = Quaternion.Inverse(Quaternion.Euler(0f, 0f, heading * Mathf.Rad2Deg));
rb.velocity = new Vector3(dir.x * .2f, dir.y * .2f, 0);
}
}
}
Related
I have a physics enabled sphere in my scene and a character that i can move around using WASD. now what i want is that as soon as player hits the ball it should not be physics enabled anymore and move along with player as like the player is holding it in the hands.
What i have tried so far:
i was able to do it but not at all perfect how i want it to be. i tried OnCollisionEnter to detect the collision, i made the sphere a child of the player, i used isKinematic = true as soon as collision is detected and i used Vector3.MoveTowards for the object to follow the position as the player.
I have attached two reference videos below
Reference Clip(The style i am aiming for):https://www.youtube.com/watch?v=fi-GB0RwLr0
MyVersion(This is what i am able to do):https://www.youtube.com/watch?v=JtV11KHY4pU
overall, if you watch the clips you can see how my version is very rigid, stucky, buggy, not so light weight feeling at all. Cut me a slack as well if i did anything way wrong, i started unity like just in the previous month.
This is my Player script through which i am controlling it all
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class Player : MonoBehaviour
{
public float MoveSpeed;
[SerializeField]private Rigidbody playerRig;
[SerializeField] private Rigidbody ballRig;
[SerializeField] private GameObject Ball;
[SerializeField] private GameObject heldObj;
private bool isTouching = false;
private Vector3 offset = new Vector3(0, 1, 3);
private Vector3 force;
public float jump;
private bool isGrounded = true;
private void Start()
{
Ball = GameObject.FindGameObjectWithTag("Ball");
ballRig.GetComponent<Rigidbody>();
playerRig.GetComponent<Rigidbody>();
}
void Update()
{
float x = Input.GetAxis("Horizontal");
float z = Input.GetAxis("Vertical");
playerRig.velocity = new Vector3(x*MoveSpeed, playerRig.velocity.y,z*MoveSpeed);
Vector3 vel = playerRig.velocity;
vel.y = 0;
if (vel.x != 0 || vel.z != 0)
{
transform.forward = vel;
}
if(transform.position.y < -10)
{
GameOver();
}
ReleaseTheBall();
if (isTouching == true)
{
ballRig.transform.position = Vector3.MoveTowards(ballRig.transform.position, playerRig.transform.position, 5f);
}
}
void Jump()
{
force = new Vector3(0, jump, 0);
if (Input.GetKeyDown(KeyCode.Space) && isGrounded == true)
{
isGrounded = false;
playerRig.AddForce(force, ForceMode.Impulse);
}
}
private void OnCollisionEnter(Collision collision)
{
if(collision.gameObject.tag == "Ball" && heldObj == null)
{
ballRig.isKinematic = true;
// ballRig.constraints = RigidbodyConstraints.FreezeRotation;
ballRig.transform.parent = playerRig.transform;
isTouching = true;
Debug.Log(" BALL PICKED UP AND MOVING ");
heldObj = Ball;
}
}
public void ReleaseTheBall()
{
if (Input.GetKeyDown(KeyCode.Space) && heldObj != null)
{
isTouching = false;
heldObj = null;
ballRig.transform.parent = null;
//ballRig.constraints = RigidbodyConstraints.None;
ballRig.isKinematic = false;
//Vector3 forceDirection = new Vector3(playerRig.transform.position.x, 0, playerRig.transform.position.z);
Vector3 rotationDirection = new Vector3(playerRig.transform.rotation.x, playerRig.transform.rotation.y, playerRig.transform.rotation.z);
ballRig.AddForce(new Vector3(transform.position.x,0,transform.position.z) * 5, ForceMode.Impulse);
ballRig.AddTorque(rotationDirection * 1);
Debug.Log("BALL RELEASED");
}
}
public void GameOver()
{
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
}
}
i know there could be some very inefficient lines of code here, feel free to call out those lines as well.
So, basically what i want is that i want my player to pick up the ball as soon as it hits it and the ball should move exactly like player as if he is holding the ball in his hands and when i hit the spacebar i want the ball to be released into the direction i am looking(this part is also very tricky for me), what i am trying to do is i want to do exactly like in the refrence clip. Thanks a lot in advance.
one more thing, when i stop pressing any key to move(WASD), my player transform keeps changing values up and down and it slightly starts moving. i mean when i dont press any key, it still kinda moves.
First of all, you have indeed quite a lot of lines that aren't useful in here and that could be optimized.
Anyway, I hope this will do what you want it to do:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
[RequireComponent(typeof(Rigidbody))]
public class Player : MonoBehaviour {
[Header("Movement Setup")]
[Tooltip("Translation speed in m/s")]
[SerializeField] float _TranslationSpeed;
[Tooltip("Rotation speed in °/s")]
[SerializeField] float _RotationSpeed;
[Tooltip("Interpolation speed [0;1]")]
[SerializeField] float _InterpolationSpeed;
[Tooltip("Strength for jumps")]
[SerializeField] float _JumpingStrength;
[Tooltip("Strength for shoots")]
[SerializeField] float _ShootingStrength;
[Header("Other Settings")]
[Tooltip("Where the helded item will be placed")]
[SerializeField] Transform _ContactPoint;
[Tooltip("Which layers should be considered as ground")]
[SerializeField] LayerMask _GroundLayer;
// The player's rigid body
Rigidbody _Rigidbody;
// Is the player on the ground
bool _IsGrounded;
// Rigidbody of what's the player is helding. Null if the player isn't holding anything
Rigidbody _HeldedItemRigidbody;
// Getter to _IsGrounded, return true if the player is grounded
public bool IsGrounded { get { return _IsGrounded; } }
private void Start() {
_Rigidbody = GetComponent<Rigidbody>(); // The player's rigidbody could be serialized
}
void FixedUpdate() {
float horizontalInput, verticalInput;
// Getting axis
horizontalInput = Input.GetAxis("Horizontal");
verticalInput = Input.GetAxis("Vertical");
// Moving toward the x
Vector3 moveVect = transform.forward * _TranslationSpeed * Time.fixedDeltaTime * verticalInput;
_Rigidbody.MovePosition(_Rigidbody.position + moveVect);
// Rotating the player based on the horizontal input
float rotAngle = horizontalInput * _RotationSpeed * Time.fixedDeltaTime;
Quaternion qRot = Quaternion.AngleAxis(rotAngle, transform.up);
Quaternion qRotUpRight = Quaternion.FromToRotation(transform.up, Vector3.up);
Quaternion qOrientationUpRightTarget = qRotUpRight * _Rigidbody.rotation;
Quaternion qNewUpRightOrientation = Quaternion.Slerp(_Rigidbody.rotation, qOrientationUpRightTarget, Time.fixedDeltaTime * _InterpolationSpeed); // We're using a slerp for a smooth movement
_Rigidbody.MoveRotation(qRot * qNewUpRightOrientation);
// This prevents the player from falling/keep moving if there is no input
if (_IsGrounded) _Rigidbody.velocity = Vector3.zero;
_Rigidbody.angularVelocity = Vector3.zero;
if (transform.position.y < -10) GameOver();
if (Input.GetKey(KeyCode.Mouse0) && _HeldedItemRigidbody != null) ShootTheBall();
if (!_IsGrounded) return; // What's below this won't be executed while jumping
if (Input.GetKey(KeyCode.Space)) Jump();
}
void Jump() {
_IsGrounded = false;
_Rigidbody.AddForce(_JumpingStrength * transform.up, ForceMode.Impulse);
}
private void OnCollisionEnter(Collision collision) {
// Checking if the player encountered a ground object
if ((_GroundLayer & (1 << collision.gameObject.layer)) > 0) _IsGrounded = true;
if (collision.gameObject.tag == "Ball") { // this can be improved as tags are error prone
// Setting the item position to contact point
collision.gameObject.transform.position = _ContactPoint.position;
// Getting the rigidbody
_HeldedItemRigidbody = collision.gameObject.GetComponent<Rigidbody>();
// Setting the parent
_HeldedItemRigidbody.transform.parent = transform;
// Setting the body to be kinematic
_HeldedItemRigidbody.isKinematic = true;
// Stopping any movement or rotation
_HeldedItemRigidbody.velocity = Vector3.zero;
_HeldedItemRigidbody.angularVelocity = Vector3.zero;
}
}
public void ShootTheBall() {
// Reverting what's done in OnCollisionEnter
_HeldedItemRigidbody.transform.parent = null;
_HeldedItemRigidbody.isKinematic = false;
// Adding force for the shoot
_HeldedItemRigidbody.AddForce(transform.forward * _ShootingStrength, ForceMode.Impulse);
// Resetting helding item to null
_HeldedItemRigidbody = null;
}
public void GameOver() {
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
}
}
You have to add a layer, and set the ground to this new layer.
Set up the variable as you like, don't hesitate to mess up with it a little bit to find what suits you (and don't forget to set up the player's mass (in rigidbody) as well!!)
Exemple of setup for the player script
Last things, you have to add an empty game object to your player which will be where the ball will be placed. I know it's a little bit dirty but place it a bit far from the player (more than the ball's radius) or it will bug. We could do something programatically to fix the ball at a spot and adapt this spot to the ball's radius.
This is an example of player
As you can see, I have the empty "player" gameobject which has the rigidbody, the collider and the player script.
The GFX item which is just the capsule.
If you don't know about this: the player game object is actually on the floor (at the player's feet) so it's better for movements. If you do this, don't forget to adjust the player's capsule collider to fit the GFX.
I also have the contact point.
Forget about the nose stuff, it's just a way to see where the player is facing when you just have a capsule.
If you have any question, feel free to ask.
I'm trying to make a basic FPS game in Unity and I'm having an issue where the projectiles I shoot won't instantiate in the right place. From what I can tell, the projectile instantiates in roughly the same position relative to the player regardless of where I look (that position being a little to the left of the starting angle of the player).
Here's a 20 second video demonstration of what I'm talking about.
https://youtu.be/WLVuqUtMqd0
Even when I'm facing the exact opposite direction of where the projectile usually instantiates it still spawns in the same place, which means the projectile ends up spawning behind the player and hitting the player.
I tried using Debug.DrawRay() to see if maybe the firepoint itself is wrong (which would be shown by the ray starting somewhere other than the gun barrel). However it seems like the starting point of the ray is correct every time.
I'm not sure if this is related to the issue above, but I have noticed that the ray direction is wrong if I'm looking a little below the horizon. It seems like the projectile's direction is correct regardless though.
Ray directions when looking slightly above the horizon vs. lower
Here's my code for intantiating/shooting the projectile. I think the most relevant parts are probably shootProjectile() and instantiateProjectile(). This script is attached to the player character.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Shooting : MonoBehaviour
{
public Camera cam;
public GameObject projectile;
public Transform firePoint;//firePoint is set to the end of the barrel.
public float projectileSpeed = 40;
//private var ray;
private Vector3 destination;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
//var ray = cam.ViewportPointToRay(new Vector3(0.5f,0.5f,0));
//Debug.DrawRay(ray.origin, ray.direction);
if(Input.GetButtonDown("Fire1")) {
//player is shooting
ShootProjectile();
}
}
void ShootProjectile() {
Ray ray1 = cam.ScreenPointToRay(Input.mousePosition);
//Debug.Log(ray.direction);
RaycastHit hit;
if(Physics.Raycast(ray1, out hit))//checking whether the player is going to hit something
{
destination = hit.point;
}
else {
destination = ray1.GetPoint(1000);
}
Debug.DrawRay(firePoint.position, destination, Color.white, 10f);
InstantiateProjectile(firePoint);
}
void InstantiateProjectile(Transform firePoint) {
var projectileObj = Instantiate (projectile, firePoint.position, Quaternion.identity) as GameObject;//projectile is instantiated
projectileObj.GetComponent<Rigidbody>().velocity = (destination - firePoint.position).normalized * projectileSpeed;//projectile is set in motion
}
}
Here's the location of firePoint.
firePoint (i.e. where the projectile should instantiate)
I would appreciate any help on this, as I've been trying to fix it (on and off) for several days, and really have no idea what the problem is.
Edit: Here's my player movement script(s) as well. The first one is PlayerController.cs, and it converts the player's inputs into the appropriate movement vectors and camera rotation. It then calls methods from PlayerMotor.cs, which actually performs the movements.
PlayerController
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(PlayerMotor))]
public class PlayerController : MonoBehaviour
{
[SerializeField]
public float speed = 10f;
[SerializeField]
private float lookSens = 3f;
private PlayerMotor motor;
void Start() {
motor = GetComponent<PlayerMotor>();
//Debug.Log("PlayerControllerStart");
Cursor.lockState = CursorLockMode.Locked;
}
void Update() {
//Debug.Log("PlayerControllerUpdate");
//calculate movement velocity as 3D vector.
float xMov = Input.GetAxisRaw("Horizontal");
float zMov = Input.GetAxisRaw("Vertical");
Vector3 movHorizontal = transform.right * xMov;
Vector3 movVertical = transform.forward * zMov;
Vector3 velocity = (movHorizontal + movVertical).normalized * speed;
motor.move(velocity);
//speed*=(float)1.15;
//rotation
float yRot = Input.GetAxisRaw("Mouse X");
Vector3 rotation = new Vector3 (0f, yRot, 0f) * lookSens;
motor.rotate(rotation);
float xRot = Input.GetAxisRaw("Mouse Y");
Vector3 cameraRotation = new Vector3 (xRot, 0f, 0f) * lookSens;
motor.rotateCamera(cameraRotation);
if (Input.GetKeyDown(KeyCode.Space) == true && motor.isGrounded()) {
motor.canJump=true;
}
if (Input.GetKey(KeyCode.W) == true) {
motor.accel=true;
}
else{
motor.accel=false;
}
}
}
PlayerMotor:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(Rigidbody))]
public class PlayerMotor : MonoBehaviour
{
[SerializeField]
private Camera cam;
private Vector3 velocity = Vector3.zero;
private Vector3 rotation = Vector3.zero;
private Vector3 cameraRotation = Vector3.zero;
private Vector3 jumpVector = new Vector3 (0f, 5f, 0f);
private PlayerController pc;
private Rigidbody rb;
public bool canJump;
public bool accel;
public float acceleration;
int jumpCount;
void Start() {
rb = GetComponent<Rigidbody>();
pc = GetComponent<PlayerController>();
canJump=false;
jumpCount=0;
accel=false;
//acceleration = 1.0;
//distToGround = collider.bounds.extents.y;
//Debug.Log("PlayerMotorStart");
}
//sets velocity to a given movement vector.
public void move(Vector3 _velocity) {
velocity = _velocity;
}
public void rotate(Vector3 _rotation) {
rotation = _rotation;
}
public void rotateCamera(Vector3 _cameraRotation) {
cameraRotation = _cameraRotation;
}
public bool isGrounded() {
return Physics.Raycast(transform.position, -Vector3.up, (float)2.5);
}
public void jump() {
rb.AddForce(transform.up * 250f);
//Debug.Log("Jump"+jumpCount);
jumpCount++;
canJump=false;
}
void FixedUpdate() {
performMovement();
performRotation();
if (canJump) {
jump();
}
//Debug.Log("PlayerMotorUpdate");
if(accel&&pc.speed<20f&&isGrounded())
{
//Debug.Log("W Pressed");
pc.speed*=(float)1.005;
}
else if(!accel) {
pc.speed=7f;
}
}
void performMovement() {
if(velocity != Vector3.zero) {
rb.MovePosition(rb.position + velocity * Time.fixedDeltaTime);
//Debug.Log("Movement");
}
}
void performRotation() {
rb.MoveRotation(rb.rotation * Quaternion.Euler(rotation));
if(cam != null) {
cam.transform.Rotate(-cameraRotation);
}
}
}
Here are some pictures of my projectile prefab as well.
To solve one first confusion: The method Debug.DrawRay takes as paramters
a start position
a ray direction(!)
You are passing in another position which is not what you want.
This might only work "accidentally" as long as you stand on 0,0,0 so maybe it wasn't that notable but the debt ray definitely points into a wrong direction.
Rather do e.g.
Debug.DrawRay(firePoint.position, destination - firePoint.position, Color.white, 10f);
Or instead rather use Debug.DrawLine which rather actually takes
start position
end position
Then you don't need to calculate the direction first
Debug.DrawLine(firePoint.position, destination, Color.white, 10f);
Then I suspect the following is happening: The spawned projectileObj actually is placed correctly but it is the visuals inside that projectile prefab that have a local offset against the parent prefab root.
Since you always spawn the projectile in world rotation Quaternion.identity that offset stays the same no matter where you look.
I guess a simple fix would already be to also apply the same rotation like
var projectileObj = Instantiate (projectile, firePoint.position, firePoint.rotation);
I'm working on a 2D Unity project where it's a platformer but you controller the character with gravity. For the game, I need to make it so that when you turn the gravity say, up, it should flip the sprite upside down. This is my code so far in the C# script I have that is attached to the character game object.
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class GravityController2d : MonoBehaviour
{
enum GravityDirection { Down, Left, Up, Right };
public Animator animator;
public GameObject Game_object;
private Vector3 chestPos = new Vector3(6.69f, 1.45f, 0.0f);
void Start()
{
Physics2D.gravity = new Vector2(0f, -9.8f);
}
void FixedUpdate()
{
if (Input.GetKeyDown(KeyCode.DownArrow))
{
Physics2D.gravity = new Vector2(0f, -9.8f);
//flip
}
if (Input.GetKeyDown(KeyCode.LeftArrow))
{
Physics2D.gravity = new Vector2(-9.8f, 0f);
//flip
}
if (Input.GetKeyDown(KeyCode.UpArrow))
{
Physics2D.gravity = new Vector2(0f, 9.8f);
//flip
}
if (Input.GetKeyDown(KeyCode.RightArrow))
{
Physics2D.gravity = new Vector2(9.8f, 0f);
//flip
}
}
}
Edit: The tag I used was Unity2D but it auto corrected it to unity3d so thats my excuse for that.
Also: It needs to also be able to flip 90 degrees in case the player switches the gravity to go to the left/right
Assuming you are referring to a SpriteRenderer you can use SpriteRenderer.flipX and SpriteRenderer.flipY and check in which direction your gravity goes like e.g.
// Link in the Inspector
[SerializeField] SpriteRenderer spriteRenderer;
and then
private void UpdateSpriteFlip()
{
// The conditions according to your needs of course
spriteRenderer.flipX = Physics2D.gravity.x < 0;
spriteRenderer.flipY = Physics2D.gravity.y > 0;
}
Im working on a first person shooter. I have an aim function, which puts the pistol right in front of the camera, to make it look like your holding it in front of you. Im trying to make it so the pistol will also rotate with the camera on the Z axis, so that way the pistol wont stay still, because that looks odd and gets in the way. To do this, I tried this:
GPR.gun.transform.rotation = Quaternion.Euler(0, 0, plrCam.transform.rotation.z);, however this ends up rotating the gun very slightly around the z axis, and mainly rotating it around the y axis whenever I move my camera. I am a beginner programmer in Unity so please try to make answers more digestible to beginners so I can understand it. Here is my full script:
using System.Collections.Generic;
using UnityEngine;
public class PistolFire : MonoBehaviour
{
//Gun Properties
public float range = 50f;
public float damage = 10f;
//Sensitivity decrease for looking down the sights
public float downSights = 5f;
//Other vars
private playerGunControls playerGun;
private GameObject plrCam;
private Camera fpsCam;
private ParticleSystem muzzleFlash;
private GameObject impactEffect;
private bool aimed = false;
private GameObject aimPos;
private GunPickupRaycast GPR;
private GameObject handPos;
private GameObject Player;
// Start is called before the first frame update
void Start()
{
//Getting objects because gun is instantiated, so this is necessary
plrCam = GameObject.Find("Player Camera");
playerGun = plrCam.GetComponent<playerGunControls>();
fpsCam = plrCam.GetComponent<Camera>();
muzzleFlash = GetComponentInChildren<ParticleSystem>();
impactEffect = GameObject.Find("Impact Effect");
aimPos = GameObject.Find("aimPos");
GPR = plrCam.GetComponent<GunPickupRaycast>();
handPos = GameObject.Find("Hand Pos");
Player = GameObject.Find("Player");
}
// Update is called once per frame
void Update()
{
//Check for shoot button down
if (Input.GetButtonDown("Fire1"))
{
if (playerGun.holding == "Pistol")
{
Shoot();
}
}
//Check if aim button down
if (Input.GetButton("Fire2"))
{
if (playerGun.holding == "Pistol")
{
Aim();
}
}
//Check if no longer aiming to reset to normal
if (aimed == true && !(Input.GetButton("Fire2")))
{
Unaim();
}
}
void Shoot()
{
muzzleFlash.Play();
RaycastHit hit;
if(Physics.Raycast(plrCam.transform.position, plrCam.transform.forward, out hit, range))
{
Debug.Log(hit.transform.name);
Health health = hit.transform.GetComponent<Health>();
if (health != null)
{
health.TakeDamage(damage);
}
//Instantiate the Impact Effect
GameObject IE = Instantiate(impactEffect, hit.point, Quaternion.identity);
Destroy(IE, 1.5f);
}
}
void Aim()
{
aimed = true;
Debug.Log("Aiming");
GPR.gun.transform.position = aimPos.transform.position;
GPR.gun.transform.rotation = Quaternion.Euler(0, 0, plrCam.transform.rotation.z);
}
void Unaim()
{
GPR.gun.transform.position = handPos.transform.position;
Debug.Log("No longer aiming");
aimed = false;
}
}
I fixed my problem by making the gun a child of my camera instead of a child of my player.
I built a game using Survival Shooter asset of unity.The problem i face is that the camera only follows the host player in the host device while none of the players are followed in the other client devices.
Camera Follow
public class CameraFollow : MonoBehaviour
{
Transform target; // The position that that camera will be following.
public float smoothing = 5f; // The speed with which the camera will be following.
Vector3 offset; // The initial offset from the target.
void Start ()
{
target = GameObject.FindGameObjectWithTag ("Player").transform;
offset = transform.position - target.position;
}
void FixedUpdate()
{
// Create a postion the camera is aiming for based on the offset from the target.
Vector3 targetCamPos = target.position + offset;
// Smoothly interpolate between the camera's current position and it's target position.
transform.position = Vector3.Lerp (transform.position, targetCamPos, smoothing * Time.deltaTime);
}
}
LocalPlayerSetup Script
public class LocalPlayerSetup : NetworkBehaviour
{
void Start()
{
GameObject.FindGameObjectWithTag ("EnemyManager").SetActiveRecursively (true);
if (isLocalPlayer) {
GameObject.FindGameObjectWithTag ("MainCamera").GetComponent<CameraFollow> ().enabled = true;
GetComponent<PlayerMovement> ().enabled = true;
GetComponentInChildren<PlayerShooting> ().enabled = true;
}
}
Do not assign the target for the camera in its Start method. Instead make it public and assign it in the start method of the local player like this:
if (isLocalPlayer) {
("MainCamera").GetComponent<CameraFollow> ().target = transform;
}