I have two layers, single player and multiplayer. Game Center starts up and authenticates the player on the start of the game and Game Center doesn't play any role in single player mode. Multiplayer mode is the only mode that uses Game Center but I want the scene to load after the match (with another real player) has started, so the timer is the same for both people and the match ends at the same time.
Could anyone help me with this? Should I just load the scene beforehand and pause it then resume it when the match starts?
If I should how would I pause it before the scene starts?
Thanks
Just load the new scene when it has found a new player.. And a loading layer to wait for the other player to be connected as well..
You could download the lite version of Infinight which has the multiplayer using game center and try to play it with a friend (both press find game)..
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I'm currently learning how to use Netcode for GameObjects and have just gotten the client, host, and server working as well as a movement script for the players that only effects each player individually. the only problem with it now is that when a new player is spawned, any existing players camera is changed to the camera that is spawned within the prefab of the new player. I have looked around online for a solution and this is the closest thing I could find but it's not done using Netcode for GameObjects and I'm not sure how to translate the information in the video over.
Any idea how i could achieve this?
I want to create a simple multiplayer game in unity 3d using photon pun 2 free.
Im trying to implement a shared camera, a camera that doesnt follow any Player, stays stationary and everyone sees the same thing.
I ve run into the issue where Only the master client sees the changes and other clients have the scene frozen As if the camera didnt update for them at all
So how to fix that, how to make the camera update for everyone not just the host?
I'm making my own match 3 multiplayer game, the concept is to have two people face off against each other person can face off another person by swapping tiles to make a line of the same form. I want to introduce multiplayer by connecting two players together and allowing each person to see their opponent's screen, as well as syncing their moves. So far, I have a simple match 3 game (I created one using different tutorials, mainly this playlist) and followed a simple multiplayer tutorial (Mirror) for a player to host or be a client. My problem is that I have no idea how to show both players their opponent's screen to each other. I even found an example of what I want the multiplayer mode in my game to be like. Can anyone point me in the right direction, please and thank you.
Additional information:
I'm using mirror for multiplayer
I created a network manager gameobject and added the necessary components to it. I also added the game pieces into the 'registered spawnable prefabs' and created an empty gameobject, called player for the player prefab.
Each game piece has a network transform and network identity component attached.
The player prefab object has a camera child under it to.
This is what I want my game to look like:
Overall, I want to have player's view each other's screen:
As you can see, both player's are connected, what I want to do it to allow each player see their opponent's screen. Does anyone have an idea on how I can do it?
Thank you! :)
I want to know that if it's possible to have a game scene in your game that allows any player to animate a character?
Let's ignore the cognitive load a player will face while animating a character and assume that, somehow, we manage to abstractly present it in a game scene. Can we make it happen that after player's making of certain animation, unity stores that in a .anim file and in the next game scene the player can play a character having that specific animation?
I think calling it real time in-game animation creation would describe it.
The problem is that I have a character controller the player with a camera and the camera have a Audio Listener.
But I also have another camera the Main Camera that also have a Audio Listener.
The Main Camera is using Cinemachine Brain and using virtual cameras.
If I disable the Audio Listener on the Main Camera the character in my cut scene will walk to a door/s but when the door/s will open there will be no sound of the door open.
And if I disable the player controller camera Audio Listener then when I will move my player around to door/s there will be no sound when the player enter a door.
And I need both to work. While the character in the cut scene is walking and enter a door and the door is open the player can walk around.
Screenshot of the player controller camera and the audio listener:
And this is the Main Camera Audio Listener screenshot:
So now when running the game the character medea_m_arrebola is walking by animation through a door and there is a sound of the door open and close.
This is part of a cut scene that work in the background I mean the cut scene camera is not enabled yet but you can hear the audio.
Later I will switch between the cameras to show parts of the cut scene.
But now also the FPSController ( Player ) is working and the player can move around but when he will walk through a door the door will open but there will be no audio sound of the door.
And if I will enable both Audio Listeners I will get this warning message in the console in the editor say that more then 2 audio listeners are enabled....etc.
This sounds like a design issue to me. Unity can only handle one AudioListener at a time. You basically have to construct your cutscene-system to work with what Unity offers, or find some kind of workaround to fit your specific case.
You could try to en-/disable your AudioListeners on the fly or maybe use AudioSources around you player dedicated to directional audio input while in a cutscene. (Like a surround sound setup with empty objects) That way you could simulate two AudioListeners. The best case would be if you reworked your system to use one AudioListener for both inputs.
Maybe try a workaround first but if it does not 100% work as intended do the rework. It's worth it in the long run.