Hey there,
Some more woes with getting my game up and running. In my old networking code I used to just give each their own network view and had the view synchronize my players and it worked as expected. In TNet I'm finding that if I take my Player class and have it pull from TNBehavior that my players do get connected to the same game/channel (I added in some things to the server to report on this) and they are sharing other networked objects (I have pickups that disappear when one player or the other picks them up). Also, my Player Prefab is created by the TNManager when the player connects to the level and they can control themselves fine.
However, the model for each player is not being created in the networked game. I only
see one player on each instance of the game. My player prefab is laid out like this:
______________________________
Player (GO)
|-Stats (component on Player GO)
|-Equipment/Storage (component on Player GO)
|->HUD (GO)
|->Model (GO)
|->Vision (GO)
______________________________
It's clear that there are 2 players, but the model component doesn't seem to be shared on all clients.
What do you recommend I do here?
Thanks,
Elliot
PS: Are
this and
this the only available documentation for TNet?