I am getting strange results when trying to sync player positions on the network. I have a network game where I spawn two players into the world. Each player has a network view with no observed object on it. Each fixed update, I make an RPC call to update the position of the player on the server. However, the position only begins to update when I move a player to the right. Any other movement will not be shown, until I begin to move the player right, in which case the position will update immediately. Here is the relevant code so far:
void FixedUpdate ()
{
if (networkView.isMine)
{
grounded = Physics2D.OverlapCircle(groundCheck.position, groundRadius, whatIsGround);
anim.SetBool("ground", grounded);
anim.SetFloat("vSpeed", rigidbody2D.velocity.y);
float move = Input.GetAxis("Horizontal");
anim.SetFloat("speed", Mathf.Abs(move));
rigidbody2D.velocity = new Vector2(move * MaxSpeed, rigidbody2D.velocity.y);
float speed = move * MaxSpeed;
networkView.RPC("UpdateNetworkPosition", RPCMode.Others, LastPosition, speed);
}
}
[RPC]
void UpdateNetworkPosition(Vector3 newPosition, float speed)
{
Debug.Log("Updating network position");
transform.position = Vector3.Lerp(transform.position, newPosition, Time.deltaTime * speed);
}
Thanks for any advice!
So it turns out the answer for this was rather simple. I was passing the speed at which the character was moving into the RPC so that I could lerp the character by the correct speed to ensure that he would move correctly over the network. However, since I used a speed determined by multiplying a speed factor by Input.GetAxis, anytime I moved left I was sending my RPC a negative speed value. Therefore, it was trying to lerp from one position to another at a speed less than zero, and thus it would not move. The problem was solved by using the absolute value for my speed factor by which to lerp.