Not exactly, your character moves correctly and the network character, rotates and plays a few animations dependant on what you are doing on the Is Mine Player. Indeed, if I DONT disable it (or rather ENABLE IT, it starts life disabled, its the behaviour script that enables it for the Users Player) THEN I dont get any errors, however both characters move when you try to control one. Before I launch a second client, the Player runs around perfectly, with no errors.īut thats what Im trying to do (and we are suppose to do) with the behaviour FSM right? My fear as I mentioned, is that disabling it on the network player is what is causing the error. Its not KILLING my game, but +999 red errors doesnt seem very friendly.Īmd yes, its only giving the error on the network controlleed character. CheckGroundStatusĬos if that script is removed from the remote player, that one seems to have a Ground Check Distance field, maybe it needs one? BUT I get the above error-Īnd now heres my action to enable the script. So I deleted the old action and drag in the component, add enable. The demo originally had the old 3rd person controller specified here but as Ive gone over to Mechanim, and using EXACTLY the new Standard Assets 3rd Person (with new skin) I think the equivalent script is the Third Person Character script. (and the camera in the demo, but IM using a different camera that is external to the character) This is supposed to turn ON the third person controller IF its yours. I thought it had something to do with the Behavior Setup FSM. FixedUpdate () (at Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonUserControl.cs:71) Move (Vector3 move, Boolean crouch, Boolean jump) (at Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonCharacter.cs:54) CheckGroundStatus () (at Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonCharacter.cs:215) NullReferenceException: Object reference not set to an instance of an object In trying to get my new Photon game to work (see other recent threads) I think I have a clue why synchronisation is iffy.
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