Hi all, I have a basic question to ask, in the networking example, on the ThirdPersonNetworkInit script Code (csharp): function OnNetworkInstantiate (msg : NetworkMessageInfo) { // This is our own player if (networkView.isMine) { Camera.main.SendMessage("SetTarget", transform); GetComponent("NetworkInterpolatedTransform").enabled = false; } // This is just some remote controlled player else { name += "Remote"; GetComponent(ThirdPersonController).enabled = false; GetComponent(ThirdPersonSimpleAnimation).enabled = false; GetComponent("NetworkInterpolatedTransform").enabled = true; } } which is the networkView that the script is referencing? do i need a networkView in the same gameobject? or it's using the NetworkMessageInfo networkView?
it's using the networkview that is attached to the same object the script is attached to. networkView.BLA or GetComponent(NetworkView).BLA are equal in this case.
Well, surely everybody is aware of this, but i have to share it anyway If you do a dedicated Server, and want to sincronize the networkView between clients, you must have the scene in the server (at least the sincronization script), indepentendly if you use it or not, if not, the script sincronization doesn't work, cause as the server doesn't have the script, send empty data when it sincronize.