此问题已经在这里有了答案:
我正在创建一个多人游戏,并尝试使用客户权限生成我的玩家预制体,以便每个玩家都可以由其各自的用户控制。
我的工作流程如下:1)主机启动,生成其PlayerUnit。2)客户端连接,生成其PlayerUnit。3)游戏开始,PlayerUnits产生各自的PlayerCharacters(这是问题所在)。
我可以使用NetworkServer.Spawn(player);
产生玩家的权限,但是,这允许主机控制所有PlayerCharacters。因此,据我所知,必须使用客户端权限来生成PlayerCharacters,以便只有正确的用户才能控制它们。但是,当我用NetworkServer.SpawnWithClientAuthority(player, connectionToClient);
生成PlayerCharacter时,出现以下错误:
NullReferenceException: Object reference not set to an instance of an object
UnityEngine.Networking.NetworkServer.SpawnWithClientAuthority (UnityEngine.GameObject obj, UnityEngine.Networking.NetworkConnection conn) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkServer.cs:1565)
SpawnWithClientAuthority NetworkConnection is not ready!
UnityEngine.Networking.NetworkServer:SpawnWithClientAuthority(GameObject, NetworkConnection)
主机仍然可以控制两个播放器角色。
这是我产生PlayerUnit的代码(在我的CustomNetworkManager中:)>
public override void OnServerAddPlayer(NetworkConnection conn, short playerControllerId) { var player = Instantiate(playerPrefab); NetworkServer.AddPlayerForConnection(conn, player, playerControllerId); } public override void OnClientConnect(NetworkConnection conn) { base.OnClientConnect(conn); ClientScene.AddPlayer(0); }
这是用于生成PlayerCharacter(附加到PlayerUnit的代码:]
[Command] public void CmdSpawnPlayer(int playerCount) { CustomNetworkHUD.playerCount++; var players = new GameObject[] { redPlayer, bluePlayer, greenPlayer, yellowPlayer }; var player = Instantiate(players[playerCount - 1]); player.SetActive(true); ClientScene.RegisterPrefab(player); NetworkServer.Spawn(player); // No errors, but not desired behaviour //NetworkServer.SpawnWithClientAuthority(player, connectionToClient); }
很抱歉,如果问题非常明显,这是我第一次与Unity联网。
我正在创建一个多人游戏,并尝试使用客户权限生成我的玩家预制体,以便每个玩家都可以由其各自的用户控制。我的工作流程如下:1)主机启动,它们的...
这是解决方案: