pic of the problem I have a problem. I'm making a simple unet game for 2 players. They should face each other and the host should be on the left and the client on the right. Round Robin only works with the host discoects and re-run. But first thing first, inside the tank's script in OnStartLocalPlayer() I make the check if the player was spawned in the left side or the right (simple transform.position.x is greater than a value or not). The host flip both to the wrong direction and the client sees the right direction but the tanks shoot from their behinds (as the host sees this).
The player prefab is a red tank facing right (blue is colored also in OnStartLocalPlayer() to make oneself blue in its own client) and the flipping is done with changing the local scale to (-1,1,1).
So how do I make them flip right and be sync?
I used the text tutorial that Unity have provided lately but since that was a 3D game with "free" rotations there was nothing like my situation.
public override void OnStartLocalPlayer()
{
var sprites = GetComponentsInChildren<SpriteRenderer>();
foreach (var s in sprites)
{
s.color = Color.blue;
}
if (GameObject.FindGameObjectsWithTag("Player").Length > 1 && isLocalPlayer)
transform.localScale = new UnityEngine.Vector3(-1, 1, 1);
}
What am I missing? I didn't use hooks at the code. Maybe this?
