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Can't see each other in multiplayer

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Hey there. I have a problem with my unity game, I can connect to my friend, he can connect to Me, but we can't see each other. Any help? That's my multiplayer script: using UnityEngine; using System.Collections; using System; public class MPBase : MonoBehaviour { public string connectToIp = "127.0.0.1"; public int connectPort = 25000; public bool useNAT = false; public string ipaddress = ""; public string port = ""; string playerName = ""; void OnGUI() { if (Network.peerType == NetworkPeerType.Disconnected) { if (GUILayout.Button("Connect")) { if (playerName != "") { Network.useNat = useNAT; Network.Connect(connectToIp, connectPort); PlayerPrefs.SetString("playerName", playerName); } } if (GUILayout.Button("Start Server")) { if (playerName != "") { Network.useNat = useNAT; Network.InitializeServer(32, connectPort); foreach (GameObject go in FindObjectsOfType(typeof(GameObject))) { go.SendMessage("OnNetworkLoadedLevel", SendMessageOptions.DontRequireReceiver); } PlayerPrefs.SetString("playerName", playerName); } } playerName = GUILayout.TextField(playerName); connectToIp = GUILayout.TextField(connectToIp); connectPort = Convert.ToInt32(GUILayout.TextField(connectPort.ToString())); } else { if (Network.peerType == NetworkPeerType.Connecting) GUILayout.Label("Connect Status : Connecting"); else if (Network.peerType == NetworkPeerType.Client) { GUILayout.Label("Connection Status : Client!"); GUILayout.Label("Ping to Server: " + Network.GetAveragePing(Network.connections[0])); } else if (Network.peerType == NetworkPeerType.Server) { GUILayout.Label("Connection Status : Server!"); GUILayout.Label("Connections: " + Network.connections.Length); if (Network.connections.Length >= 1) GUILayout.Label("Ping to Server: " + Network.GetAveragePing(Network.connections[0])); } if (GUILayout.Button("Disconnect")) Network.Disconnect(200); ipaddress = Network.player.ipAddress; port = Network.player.port.ToString(); GUILayout.Label("IP Address: " + ipaddress + ":" + port); } } void OnConnectedToServer() { foreach (GameObject go in FindObjectsOfType(typeof(GameObject))) { go.SendMessage("OnNetworkLoadedLevel", SendMessageOptions.DontRequireReceiver); } } }

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