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Assign components to Clone objects

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I have a Camera object that needs to follow my player (to create a Mini Map). I'm using code from the Photon Viki Demo to spawn players, and it what it does is it creates clones in the Hierarchy ex: Charpref(Clone)10001, Charpref(Clone)40222 and etc... for each player. How can I get the Mini Map to have each clone as a Target? **Code from the Photon Viking Demo (in the Asset Store).** void StartGame() { Camera.main.farClipPlane = 100; //Main menu set this to 0.4 for a nicer BG //prepare instantiation data for the viking: Randomly diable the axe and/or shield bool[] enabledRenderers = new bool[2]; enabledRenderers[0] = Random.Range(0,2)==0;//Axe enabledRenderers[1] = Random.Range(0, 2) == 0; ;//Shield object[] objs = new object[1]; // Put our bool data in an object array, to send objs[0] = enabledRenderers; // Spawn our local player PhotonNetwork.Instantiate(this.playerPrefabName, transform.position, Quaternion.identity, 0, objs); } **And here is the "Mini map"** : using UnityEngine; using System.Collections; public class CameraFollow : MonoBehaviour { public Transform Target; void LateUpdate () { transform.position = new Vector3 (Target.position.x, transform.position.y, Target.position.z); } } **Edit:** I was thinking of possible tagging the Charpref with "Player" and making the Mini Map respond to anything with that tag attached, yet that still didn't work though.

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