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Question [Fish-Networking] (solved) Drone Controller PRO and Fishnet cannot be used together

Discussion in 'Multiplayer' started by freeze426, Apr 23, 2024.

  1. freeze426

    freeze426

    Joined:
    Feb 17, 2018
    Posts:
    8
    My English is not good, use a translator to translate.

    Drone Controller PRO | Physics | Unity Asset Store
    Pro (and donating) | Fish-Net: Networking Evolved (gitbook.io)

    My attempt at using Drone Controller PRO with the Lobby And Worlds example in FishNetworking Pro.

    After importing Drone Controller PRO 3.0 and FishNetworking Pro 4.1.6R, the example scene in Drone Controller PRO can run normally.

    However, after importing Lobby And Worlds 4.1, the Drone Controller PRO sample scene cannot be moved. This is a situation that has not yet added network functions.

    After adding network functions (NetworkObject and NetworkTransform), and using IsOwner in the mobile script to confirm whether it can be moved.

    Add the NetworkManager preset object to the Drone Controller PRO sample scene and test it.
    It cannot be moved in the Server, but it can be moved in the Client, but it will shake.

    From the Lobby scene to the game scene, there is no way to control either.

    My question is why my Drone Controller PRO assets are corrupted after importing Lobby And Worlds 4.1, what steps am I missing?

    I also asked this question in Fish-Netowrking's Discord, but there has been no reply so far.
     
  2. CodeSmile

    CodeSmile

    Joined:
    Apr 10, 2014
    Posts:
    7,000
    Your assets are not corrupt. They are simply not designed to work over the network.

    To make them work over the network is entirely up to you, and it‘s almost never as easy as adding a network transform due to the many assumptions made by the asset being used only locally.

    If you can pinpoint an exact detail with code example and an explanation what you tried and what happens and what is supposed to happen, then you have a better chance of getting help.
     
  3. freeze426

    freeze426

    Joined:
    Feb 17, 2018
    Posts:
    8
    I changed the Physics of TimeManager to Unity in the Lobby scene, and it works normally from the lobby to the game stage (multiple players can join and can see each other's position and rotation).

    But the single-player scene still cannot control the drone (without any network control script)
    (In fact, after importing the Lobby And Worlds example, it is no longer controllable).

    I have written the online control script and the single-player control script separately. The two will not affect each other.
     
  4. freeze426

    freeze426

    Joined:
    Feb 17, 2018
    Posts:
    8
    In the Discord conversation, I confirmed the physical and time settings for the Project Settings.
    After changing to the default value, it can be used normally.