Unity Multiplayer FPS Client/Server Interaction Problems - c#

I have a simple FPS where a player can fire a gun. I want the clients to see the bullet holes. I am trying to accomplish this by invoking a server side method when the client tries to fire the gun. The server side method should then raycast from the players camera and spawn a bullet hole for everyone to see..
I can get this to work partially by passing the player as a parameter to the server method. However, since my raycasting needs to be done based off the player camera, the bullet holes end up appearing at character height, since it's using the player and not the camera.
It won't allow me to pass a camera through. I have also tried creating an empty game object called bullet spawn and passing that through but I was getting a "object reference not set to instance of an object." This same error seems to surface for any Child element of the player I attempt to pass to the server side method.
I am unsure of the right way to accomplish this.
void Update()
{
if (isLocalPlayer)
{
if (Input.GetButton("Fire1"))
{
CmdFire(BulletSpawn);
}
}
}
[Command]
void CmdFire(GameObject Player)
{
Ray shooterRay = new Ray(Player.transform.position, Player.transform.forward);
if (Physics.Raycast(shooterRay, out Hit, 10000))
{
Debug.Log("player hit");
GameObject Bullet_Hole = (GameObject)Instantiate(BulletHole_Prefab, Hit.point, Quaternion.FromToRotation(Vector3.up, Hit.point));
NetworkServer.Spawn(Bullet_Hole);
}
}

Think about it this way. What is it that you need to fire your weapon? You need the firing point and the firing direction (in your simple case). So try to pass just that information. Your CmdFire should look like void CmdFire(Vector3 firingPoint, Vector3 firingDirection). Remember that when you pass the player gameobject, it gets serialized and sent to the server which causes a lot of unneeded network traffic. Stick to value types and simple objects for commands.
This is what ultimately led me to the solution. Thank you for the advice. I simply passed two Vector3 parameters as you suggested which represent the raycast position and direction. I can now shoot from both client and server and see the bullet holes on both as well. Here is the code that fixed it in case anyone runs into this later on:
void Update() {
if (isLocalPlayer) {
if (Input.GetButton("Fire1")) {
Vector3 FiringSpot = PlayerCam.transform.position;
Vector3 FireDirection = PlayerCam.transform.forward;
CmdFire(FiringSpot, FireDirection);
}
}
}
[Command]
void CmdFire(Vector3 firingPoint, Vector3 firingDirection) {
Ray shooterRay = new Ray(firingPoint, firingDirection);
if (Physics.Raycast(shooterRay, out Hit, 10000)) {
GameObject Bullet_Hole = (GameObject)Instantiate(bullet_Hole_Prefab, Hit.point, Quaternion.FromToRotation(Vector3.up, Hit.point));
NetworkServer.Spawn(Bullet_Hole);
Destroy(Bullet_Hole, 10);
}
}

Related

Bullet doesn't move

I'm trying to create a weapon system. Created a new script for weapon. Everything seems to be working fine other than the bullet. It stays in the same place when I press the fire button, doesn't move at all. The bullet is a prefab.
private void Fire()
{
if (Input.GetButtonDown("Fire1"))
{
firingCoroutine = StartCoroutine(FireContinuously());
myAnimator.SetBool("Shoot", true);
}
else if (Input.GetButtonUp("Fire1"))
{
StopCoroutine(firingCoroutine);
myAnimator.SetBool("Shoot", false);
}
}
private void Pistol()
{
GameObject laser = Instantiate(bullet, firePoint.position, firePoint.rotation);
laser.GetComponent<Rigidbody2D>().velocity = new Vector2(projectileSpeed * direction, 0);
}
Sadly I cannot post comments so I'm going to have to post an answer instead, even though I'm more of asking for clarity.
You haven't really shared enough information as to where Pistol() gets executed and if you have even set up the "Fire1" button in "Edit –> Project Settings –> Input", i.e. if those if-statement bodies even get executed. From what I gather though your bullet gets spawned correctly but simply doesn't move?... if so, then you may simply have a case of your bullet Rigidbody2D being marked kinematic or static.

Issue with moving clients/players with Photon Networking in Unity

I'm making a game where players are put onto plates and random events happen to the plates/players. I've gone through a multitude of different networking solutions like UNET, Mirror, Mirror+Steamworks P2P but none of them really worked well (main issue being not being able to join via IP) so I settled on Photon. After Punv2 just wouldn't work on my project (an error in PhotonEditor.CS) I just used Punv1 which is working perfectly for the most part.
The issue right now is that I'm trying to spawn players on their owned plates but they only spawn on the first plate despite each plate being owned by a player (each plate has a script that specifies which player 'owns' it. This is being set correctly). This only seems to happen when I try to test with a real player/client. If I create a fake player by just spawning in the prefab and then running it, both players will be moved to their correct plate so it seems to be a networking issue.
Here's the code responsible for moving the players to their plates.
foreach (GameObject plate in spawnedPlates)
{
//Here we loop through each plate, get the player assigned to it and move the player to that plate.
GameObject player = plate.GetComponent<Plate>().assignedTo;
PlayerClientControl playerController = player.GetComponent<PlayerClientControl>(); // originally for UNET/Mirror. Left in incase I need it(had an RPC function that moved the player).
player.transform.position = plate.transform.position + new Vector3(0, 4, 0);
}
What am I doing wrong?
EDIT:
It seems they ARE being moved to the correct positions (or atleast, it's trying to move them to the correct position) via a debug print statement that prints where they are trying to be teleported to further cementing that this is a networking issue but I have no idea how to fix it.
I assume it's something to with host/client synchronization? If anyone could shed some light on this, that'd be great because I'm pulling my hair out over this.
If you inspect the player objects at runtime, it will probably give you a clue. I had the same and in my case I had InputAction attached to my players (taken from unity StarterAssets). The first player in the game was assigned keyboard and the second a controller. I solved it by disabling all the inputaction and enabling the one of the localplayer:
private void Awake()
{
photonView = GetComponent<PhotonView>();
if (photonView.IsMine)
{
// take control of the user input by disabling all and then enabling mine
var players = FindObjectsOfType<Player>();
foreach (Player player in players)
{
player.GetComponent<PlayerInput>().enabled = false;
}
GetComponent<PlayerInput>().enabled = true;

Unity Gaze Input for GearVR

Okay, so, I got the challenge to create a program, in Unity for GearVR.
I have to make a program which makes use of gaze input, so if you stare at an object for several seconds it'll display you a 360* video.
I barely can't find any GearVR Gaze Input tutorials around on the web so I wanted to give it a shot on Stackoverflow, and hopefully someone could help me out! :)
You have to use Physics.Raycast. This method emits a ray from the camera point to the camera orientation. You can use something like that:
// Does the Ray hit an object with a component named MyObjectScript?
RaycastHit hit;
Vector3 fwd = transform.TransformDirection(Vector3.forward);
if (Physics.Raycast(transform.position, fwd, out hit) )
{
var script = hit.transform.GetComponent<MyObjectScript>();
if (script != null)
{
//Do your stuff...
}
}
Simply put this script on your camera in the FixedUpdate method and another script named MyObjectScript in the object you want to detect.

Client not executing Commands in Unet

Edit
Okay, so I partially solved the problem by adding a rigid body component to the capsule. I read somewhere that apparently you have to have one in order to move on the server.
Problem 2
The next problem I have is that I can now move a capsule that is spawned by the client fine and the host can move it as well as many times as they like. The problem I am getting now is that when the host spawns a capsule the client cannot move it at all and I get a sort of glitch effect on the client side and the capsule still doesn't move on the host side. Is there a reason why it would only work one way and not the other way around? I thought at first it might have to do with Spawn vs SpawnWithClientAuthority but that doesn't seem to make a difference.
Project Summary
I have a pretty simple multiplayer project, all I want to do is have one player host and the other join as a client. Once they are joined together the two players can spawn a capsule and then when the user clicks on a capsule. They should be able to pick it up and move it around the scene and the other player should be able to see this action. I can get both players to connect to the server and spawn their own capsule and both players can see this. The movement script is done as well. However, it is only transmitted on the host side. When the client picks up the object it does not update on the server.
Problem
I have done a bit of debugging and have found that when I call the command on the client it is not being executed at all through line breaks and simple debug statements.
Code
public void OnInputClicked(InputClickedEventData eventData)
{
Debug.Log("clicked");
if (isLocalPlayer)
{
if (Physics.Raycast(transform.position, direction: transform.forward, hitInfo: out hit, maxDistance: range))
{
Debug.Log("Hit capsule");
objectID = GameObject.Find(hit.transform.name);
objNetId = objectID.GetComponent<NetworkIdentity>();
CmdAssignAuthority(objNetId);
Debug.Log("Cmd done");
}
else
{
//else if the player is releasing the object we want to release authority
if (objNetId != null)
{
CmdAssignAuthority(objNetId);
}
}
}
[Command]
void CmdAssignAuthority(NetworkIdentity target)
{
Debug.Log("inside cmd");
NetworkConnection current = target.clientAuthorityOwner;
if (current != null && current != connectionToClient)
{
target.RemoveClientAuthority(current);
target.AssignClientAuthority(connectionToClient);
}
else
{
if (current != null)
{
target.RemoveClientAuthority(current);
}
if (current == null)
{
target.AssignClientAuthority(connectionToClient);
}
}
}
Question
Am I calling this command correctly? The script is attached to a player prefab and the capsule prefab contains a network id and a network transform. I am pretty new to Unet and this feels like a noob mistake.

Own function should run every frame, how is this possible?

I created an own function within a script which should be executed as soon as there is a collision (using OnCollisionEnter).
The idea would be the following:
I have a ring which is steered by the key of the keyboard (Up and Down). Then I produced a sine wave wire with spheres which are moving from right to the left(in a sine wave manner). The player should not be able to move the ring trough the wire.
Therefore I add two colliders to the ring (an Up and a Down collider) and a collision script.
The problem is that sometimes the ring can me moved through the wire... when I press the Up key all the time. Even worse when I do nothing, then the ring should slides along the wire... but it does not.
I think the problem is related to the fact, that my own function is not executed every frame. Or what do you think? How can I execute my own function every frame?
Here the code of the collision script:
void OnCollisionEnter(Collision collUP)
{
if (collUP.gameObject.name == "Sphere(Clone)") {
Debug.Log ("Kollidiert mit UP");
controller.MoveRingDown ();
}
}
And here the code of the ring script in which I created an own function:
public void MoveRingDown() {
transform.position = transform.position + new Vector3 (0f, -tilt, 0f);
}
public void MoveRingUp() {
transform.position = transform.position + new Vector3(0f, tilt, 0f);
}
OnCollisionEnter is only called once, when the collision produces ( as its names reads ). I think what you need is OnCollisionStay, which is executed while the collision lasts.

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