Kevin
Kevin
NNormal
Created by Kevin on 6/4/2024 in #🤝ask-a-question
How to I change the room name in game
I want to make a lobby and then entering a code changes to that room. How would I do this? I cant find a way to change the room name
4 replies
NNormal
Created by Kevin on 5/30/2024 in #🤝ask-a-question
Transform not synced
An object has a realtime transform script and realtime view script. There is also another script that sets the localPosition to a random height and it shows up fine on 1 screen but not the other.
12 replies
NNormal
Created by Kevin on 4/8/2024 in #🤝ask-a-question
Setting position of object not updating on other clients
I am working on a script to allow for shooting. I am spawning bullets like this:
GameObject bulletGameObject = Realtime.Instantiate(prefabName: "Bullet", // Prefab name
ownedByClient: true, // Make sure the RealtimeView on this prefab is owned by this client
preventOwnershipTakeover: true, // Prevent other clients from calling RequestOwnership() on the root RealtimeView.
useInstance: GameObject.Find("MultiplayerManager").GetComponent<Realtime>()); // Use the instance of Realtime that fired the didConnectToRoom event.
bulletGameObject.transform.position = firePoint.position;
bulletGameObject.transform.rotation = firePoint.rotation;
GameObject bulletGameObject = Realtime.Instantiate(prefabName: "Bullet", // Prefab name
ownedByClient: true, // Make sure the RealtimeView on this prefab is owned by this client
preventOwnershipTakeover: true, // Prevent other clients from calling RequestOwnership() on the root RealtimeView.
useInstance: GameObject.Find("MultiplayerManager").GetComponent<Realtime>()); // Use the instance of Realtime that fired the didConnectToRoom event.
bulletGameObject.transform.position = firePoint.position;
bulletGameObject.transform.rotation = firePoint.rotation;
The bullets on the shooters screen spawn at the correct position, but on the other client they spawn at what looks to be 0, 0, 0. How would I do this correctly?
5 replies