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I am using Unity 3D to make a multiplayer game using the Photon Network package in the asset store.

I have initiated two characters controlled by a Mecanim script, and they both have animations. When I start one client, the character moves and walks just fine with all the animations working.

However when the second character joins, one of them flies high up into the air and they both move through either one or the other person's set of controls.

Is there a way to fix this? Thanks

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I would love to see a video of this. – Shotgun Ninja Feb 20 at 16:03
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Pretty difficult to answer without more details. The answer is "Yes, there's probably a way to fix it", but there's no way we can tell you how to fix it unless we know what you've done. – Byte56 Feb 20 at 16:06
You probably have some component that responds to input on whatever prefab you're spawning for remote players. – Tetrad Feb 20 at 18:54

closed as not a real question by Tetrad Mar 22 at 22:01

It's difficult to tell what is being asked here. This question is ambiguous, vague, incomplete, overly broad, or rhetorical and cannot be reasonably answered in its current form. For help clarifying this question so that it can be reopened, see the FAQ.

1 Answer

Tetrad is most likely correct in that your prefab contains the character input script. Every time the update is hit, it reads the same input script, whether it is the player or not.

You need some script added to the effect of if(Network.ismine) { //do input } (whatever the photo equivelant is). I'm not sure why the second player is spawning 'in space' though.

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