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- using UnityEngine;
- using System.Collections;
- using UnityEngine.Networking;
- public class Player_SyncPosition : NetworkBehaviour {
- [SyncVar]
- private Vector3 syncPos;
- [SerializeField] Transform myTransform;
- [SerializeField] float lerpRate = 15;
- // Update is called once per frame
- void Update () {
- TransmitPosition ();
- LerpPosition ();
- }
- void LerpPosition(){
- if (isLocalPlayer)
- myTransform.position = Vector3.Lerp(myTransform.position, syncPos, Time.deltaTime * lerpRate);
- }
- [Command]
- void CmdProvidePositionToServer(Vector3 pos){
- syncPos = pos;
- }
- [ClientCallback]
- void TransmitPosition(){
- if (isLocalPlayer)
- CmdProvidePositionToServer (myTransform.position);
- }
- }
- using UnityEngine;
- using System.Collections;
- using UnityEngine.Networking;
- public class Player_NetworkSetup : NetworkBehaviour {
- [SerializeField]Camera FPSCharacterCam;
- [SerializeField]AudioListener audioListener;
- // Use this for initialization
- void Start () {
- if(isLocalPlayer){
- GameObject.Find("Scene Camera").SetActive(false);
- GetComponent<CharacterController>().enabled = true;
- GetComponent<UnityStandardAssets.Characters.FirstPerson.FirstPersonController>().enabled = true;
- FPSCharacterCam.enabled = true;
- audioListener.enabled = true;
- }
- }
- }
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