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May 23rd, 2015
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  1. using UnityEngine;
  2. using System.Collections;
  3. using UnityEngine.Networking;
  4.  
  5. public class Player_SyncPosition : NetworkBehaviour {
  6.  
  7. [SyncVar]
  8. private Vector3 syncPos;
  9.  
  10. [SerializeField] Transform myTransform;
  11. [SerializeField] float lerpRate = 15;
  12. // Update is called once per frame
  13. void Update () {
  14. TransmitPosition ();
  15. LerpPosition ();
  16. }
  17.  
  18. void LerpPosition(){
  19. if (isLocalPlayer)
  20. myTransform.position = Vector3.Lerp(myTransform.position, syncPos, Time.deltaTime * lerpRate);
  21. }
  22.  
  23. [Command]
  24. void CmdProvidePositionToServer(Vector3 pos){
  25. syncPos = pos;
  26. }
  27.  
  28. [ClientCallback]
  29. void TransmitPosition(){
  30. if (isLocalPlayer)
  31. CmdProvidePositionToServer (myTransform.position);
  32. }
  33. }
  34.  
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  38.  
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  40.  
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  42.  
  43.  
  44.  
  45. using UnityEngine;
  46. using System.Collections;
  47. using UnityEngine.Networking;
  48.  
  49. public class Player_NetworkSetup : NetworkBehaviour {
  50.  
  51. [SerializeField]Camera FPSCharacterCam;
  52. [SerializeField]AudioListener audioListener;
  53.  
  54. // Use this for initialization
  55. void Start () {
  56. if(isLocalPlayer){
  57. GameObject.Find("Scene Camera").SetActive(false);
  58. GetComponent<CharacterController>().enabled = true;
  59. GetComponent<UnityStandardAssets.Characters.FirstPerson.FirstPersonController>().enabled = true;
  60. FPSCharacterCam.enabled = true;
  61. audioListener.enabled = true;
  62. }
  63. }
  64. }
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