Spawning as a player and how objects can be created on the network.
Add a rigidbody to the player and freeze the rotations, so we will not get strange behaviour while moving.00:07:02.880 - 00:07:06.979 The water is actually just flat, and the shader is very cleverly making it look 00:07:06.979 - 00:07:12.160 like it's not flat.Private float lastSynchronizationTime 0f; private float syncDelay 0f; private float syncTime 0f; private Vector3 syncStartPosition Vector3.zero; private Vector3 syncEndPosition Vector3.zero; void stream, NetworkMessageInfo info) Vector3 syncPosition Vector3.zero; if (Writing) syncPosition rigidbody.Players will be working together by combining their abilities to defeat their enemies and complete quests.So for example if you move as a player, your position will be updated on the server.An important decision we made at the start of the project was to implement networking first and all other code later.Position syncEndPosition, syncTime / syncDelay Create a new build and test it, you should now see the transition looks better between updates.And without even making any changes to the settings, it's already not looking half bad.Position - rward * speed visual boy advance for pc * ltaTime if (tKey(KeyCode.Add the following if-statement to the Update : void Update if (Mine) InputMovement If you do another test now, you will see you can only control one of the players.This approach is only able to send integers, floats, strings, networkViewIDs, vectors and quaternions.Now, we need to move it 00:01:19.610 - 00:01:23.680 into the middle of the terrain.Position syncPosition; Make another build and run.If we make a scale 425, in both directions, 00:02:42.540 - 00:02:48.350 X and.
The code in OnServerInitialized and OnConnectedToServer needs to be changed to spawn the player.
Using Unity 5's wonderful water prefab.
Log Server Initializied All we need now is some form of input to let us actually start the server when we want.