How to create multi-user at fixed resolution in unity using photon?

I am using the Photon networking module for a multiplayer game. in the following code to create a symbol, I want the player that joins to be created at a fixed point and then random. I am new to this and I tried to edit it with a fixed position of the gameObject on the button click event but was unable to do so. Here is the code -

using UnityEngine;
public class CharacterInstantiation : OnJoinedInstantiate {
    public delegate void OnCharacterInstantiated(GameObject character);
    public static event OnCharacterInstantiated CharacterInstantiated;
    public new void OnJoinedRoom() {
        if (this.PrefabsToInstantiate != null) {
            GameObject o = PrefabsToInstantiate[(PhotonNetwork.player.ID - 1) % 4];
            //Debug.Log("Instantiating: " + o.name);
            Vector3 spawnPos = Vector3.zero;
            if (this.SpawnPosition != null) {
                spawnPos = this.SpawnPosition.position;
            }
            Vector3 random = Random.insideUnitSphere;
            random = this.PositionOffset * random.normalized;
            spawnPos += random;
            spawnPos.y = 0;
            Camera.main.transform.position += spawnPos;

            o = PhotonNetwork.Instantiate(o.name, spawnPos, Quaternion.identity, 0);
            if (CharacterInstantiated != null) {
                CharacterInstantiated(o);
            }
        }
    }
}

      

this code is in the plugin test scene. I just want the game players to become fixed like spawnpoint [0], spawnpoint [1], etc. Thanks in advance for your help.

and here is the code to create the prefile in the plugin -

 public class OnJoinedInstantiate : MonoBehaviour
{
   public Transform SpawnPosition;
   public float PositionOffset = 2.0f;
   public GameObject[] PrefabsToInstantiate;  
public void OnJoinedRoom()
{
    if (this.PrefabsToInstantiate != null)
    {
        foreach (GameObject o in this.PrefabsToInstantiate)
        {
            Debug.Log("Instantiating: " + o.name);

            Vector3 spawnPos = Vector3.up;
            if (this.SpawnPosition != null)
            {
                spawnPos = this.SpawnPosition.position;
            }

            Vector3 random = Random.insideUnitSphere;
            random.y = 0;
            random = random.normalized;
            Vector3 itempos = spawnPos + this.PositionOffset * random;

            PhotonNetwork.Instantiate(o.name, itempos, Quaternion.identity, 0);
        }
    }
  }
}

      

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1 answer


If you want to create different spawn points, you must change your script to:

using UnityEngine;

public class CharacterInstantiation : OnJoinedInstantiate {

    public delegate void OnCharacterInstantiated(GameObject character);

    public static event OnCharacterInstantiated CharacterInstantiated;
    public int counter = 0;
    public Vector3[] spawnPositions;
    public new void OnJoinedRoom() {
        if (this.PrefabsToInstantiate != null) {
            GameObject o = PrefabsToInstantiate[(PhotonNetwork.player.ID - 1) % 4];
            //Debug.Log("Instantiating: " + o.name);
            Vector3 spawnPos = Vector3.zero;
            if (this.SpawnPosition != null) {
                spawnPos = spawnPositions[counter];
            }
            Vector3 random = Random.insideUnitSphere;
            random = this.PositionOffset * random.normalized;
            spawnPos += random;
            spawnPos.y = 0;
            Camera.main.transform.position += spawnPos;

            o = PhotonNetwork.Instantiate(o.name, spawnPos, Quaternion.identity, 0);
            if (CharacterInstantiated != null) {
                CharacterInstantiated(o);
                counter++;
            }
        }
    }
}

      



You just need to provide values ​​for spawnPositions

.

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