Thanks for the reply. The camera for my game isn't meant to follow a specific player or any of that player's bones, so I'll just comment that line out.
I am another one of those people working on a multiplayer game where one top-down camera is supposed to follow multiple players. I saw this feature is in the backlog, but in the meantime I don't wanna hold up my game waiting for this. For what it's worth I'm using UCC version 2.2.8 with the...
Just wanted to chime in that I also have this use case. Just about everything else about the character controller and camera works as I need it, but the provided camera stuff can't track multiple characters.
I'm trying to do what motomax did but I tried disabling the camera controller and...
I didn't. So if a player were to join midgame (not an option in my game) or a if player lost connection and rejoined, their score would be out of sync. It just looked synced because all clients would update their copy of the attribute using the same logic.
I was able to get the behavior I was looking for by modifying a line of the AttributeMonitor. If I need something more complex later, I'll look at the PunTransformMonitor.
Thank you!
I'm working on a PUN 4 player party game where I want to show each player's score at the bottom of the screen.
I created an attribute called Score and added the means to increase it. Then I tested using Debug.Log and I could see each client's score updates in the logs. I have this hooked up to...