The error "Operation JoinLobby (229) not called, client state: ConnectingToMasterServer" suggests that the JoinLobby operation is not being called, and the client state is still in the process of connecting to the master server. Double-check your code to ensure that the JoinLobby operation is being called correctly. Look for any potential issues such as incorrect method calls, missing callbacks, or improper timing of the JoinLobby operation.
void Start() { Debug.Log("Connecting"); PhotonNetwork.ConnectUsingSettings(); } public override void OnConnectedToMaster() { base.OnConnectedToMaster(); Debug.Log("Connected to Server"); PhotonNetwork.JoinLobby(); } public override void OnJoinedLobby() { base.OnJoinedLobby(); PhotonNetwork.JoinOrCreateRoom("test", null, null); Debug.Log("We are in the Lobby"); } public override void OnJoinedRoom() { base.OnJoinedRoom(); Debug.Log("We are connected and in a room"); GameObject _player = PhotonNetwork.Instantiate(player.name, spawnPoint.position, Quaternion.identity); _player.GetComponent().IsLocalPlayer(); }
Photon is very easy, I remember when I was trying to experiment with multiplayer in Godot, I remember that I was building a server from scratch, in contrast in Photon you can connect to your server in Photon, by just calling a function🗿
I am Having an error that Multiple precompiled assemblies with the same name websocket-sharp. Dll included oon the current platform. Only one assembly with the same name is allowed per platform.
My Visual Studio never changes the color of the Photon related code and then whenever i reopen my project it askes me if i want to open in safe mode and gives me tons or errors. if i delete the room manager script it clears all the errors can i please have help
you probably put your rigidbody on top of the camera, make sure its on the bean (player) and if you still fall trough the ground make sure that there's a collider on the floor and maybe put your player a little higher above the ground
I'm getting the error : "JoinOrCreateRoom failed. Client is on MasterServer (must be Master Server for matchmaking)but not ready for operations (State: Joining). Wait for callback: OnJoinedLobby or OnConnectedToMaster. UnityEngine.Debug:LogError (object)". When I click play it seems like it runs fine but I also get an error in the console.
void Start() { Debug.Log("Connecting"); PhotonNetwork.ConnectUsingSettings(); } public override void OnConnectedToMaster() { base.OnConnectedToMaster(); Debug.Log("Connected to Server"); PhotonNetwork.JoinLobby(); } public override void OnJoinedLobby() { base.OnJoinedLobby(); PhotonNetwork.JoinOrCreateRoom("test", null, null); Debug.Log("We are in the Lobby"); } public override void OnJoinedRoom() { base.OnJoinedRoom(); Debug.Log("We are connected and in a room"); GameObject _player = PhotonNetwork.Instantiate(player.name, spawnPoint.position, Quaternion.identity); _player.GetComponent().IsLocalPlayer(); }
here just copy this using System.Collections; using System.Collections.Generic; using UnityEngine; using Photon.Pun; public class RoomManager : MonoBehaviourPunCallbacks { public GameObject player; public Transform spawnPoint; // Start is called before the first frame update void Start() { Debug.Log("Connecting..."); PhotonNetwork.ConnectUsingSettings(); } public override void OnConnectedToMaster() { base.OnConnectedToMaster(); Debug.Log("Connected to Server"); PhotonNetwork.JoinLobby(); } public override void OnJoinedLobby() { base.OnJoinedLobby(); PhotonNetwork.JoinOrCreateRoom("test", null, null); Debug.Log("We're connected and in a room now"); } public override void OnJoinedRoom() { base.OnJoinedRoom(); Debug.Log("Joined a room"); GameObject _player = PhotonNetwork.Instantiate(player.name, spawnPoint.position, Quaternion.identity); } }
Hey there! I'm developing a multiplayer soccer game using PUN2 and Unity. Currently, I can create rooms, allow players to join and leave rooms, and as the room host, I can start the game and send all players to the 'game' screen. Additionally, all players can walk, run, and jump, and everyone can see these actions. However, there's an issue: Since it's a soccer game, I've added a 'ball' object in the middle of the field, and within my PlayerController script, I'm using OnCollisionEnter to apply strong contact to the ball, thus altering its position-a basic soccer mechanic. My 'ball' object includes components like Sphere Collider, Rigidbody, Photon View, Photon Transform View, and Photon Rigidbody View. While other players can interact with the ball smoothly, the host of the room cannot see other players changing the ball's position; the ball only moves when the host touches it, and then other players can see its movement. How can I resolve this? Thanks!
using System.Collections; using System.Collections.Generic; using UnityEngine; using Photon.Pun; public class RoomManager : MonoBehaviourPunCallbacks { // Start is called before the first frame update void Start() { Debug.Log("Connecting..."); PhotonNetwork.ConnectUsingSettings(); } public override void OnConnectedToMaster() { base.OnConnectedToMaster(); Debug.Log("Connected to Server"); PhotonNetwork.JoinLobby(); } public override void OnJoinedLobby() { base.OnJoinedLobby(); PhotonNetwork.JoinOrCreateRoom("test", null, null); Debug.Log("We're connected and in a room now"); } }
Hey deep down in the comments ive seen a lot of ppl have the same problem heres the solution thx man i forgor ur name but using System.Collections; using System.Collections.Generic; using UnityEngine; using Photon.Pun; public class RoomManager : MonoBehaviourPunCallbacks { public GameObject player; public Transform spawnPoint; // Start is called before the first frame update void Start() { Debug.Log("Connecting..."); PhotonNetwork.ConnectUsingSettings(); } public override void OnConnectedToMaster() { base.OnConnectedToMaster(); Debug.Log("Connected to Server"); PhotonNetwork.JoinLobby(); } public override void OnJoinedLobby() { base.OnJoinedLobby(); PhotonNetwork.JoinOrCreateRoom("test", null, null); Debug.Log("We're connected and in a room now"); } public override void OnJoinedRoom() { base.OnJoinedRoom(); Debug.Log("Joined a room"); GameObject _player = PhotonNetwork.Instantiate(player.name, spawnPoint.position, Quaternion.identity); } }
I keep getting this error Error CS0029 Cannot implicitly convert type 'float' to 'UnityEngine.Vector3' Assembly-CSharp D:\Multiplayer FPS\Assets\Movement.cs 45 Active here is my code using System.Collections; using System.Collections.Generic; using UnityEngine; public class Movement : MonoBehaviour { public float walkSpeed = 4f; public float maxVelocityChange = 10f; private Vector2 input; private Rigidbody rb; // Start is called before the first frame update void Start() { rb = GetComponent(); } // Update is called once per frame void Update() { input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")); input.Normalize(); } private void FixedUpdate() { rb.AddForce(CalculateMovement(walkSpeed), ForceMode.VelocityChange); } Vector3 CalculateMovement(float _speed) { Vector3 targetVelocity = new Vector3(input.x, 0, input.y); targetVelocity = transform.TransformDirection(targetVelocity); targetVelocity *= _speed; Vector3 velocity = rb.velocity; if (input.magnitude > 0.5f) { Vector3 velocityChange = targetVelocity - velocity; velocityChange = Mathf.Clamp(velocityChange.x, -maxVelocityChange, maxVelocityChange); velocityChange = Mathf.Clamp(velocityChange.z, -maxVelocityChange, maxVelocityChange); velocityChange.y = 0; return (velocityChange); } else { return new Vector3(); } } } someone please help me
The error "Operation JoinLobby (229) not called, client state: ConnectingToMasterServer" suggests that the JoinLobby operation is not being called, and the client state is still in the process of connecting to the master server. Double-check your code to ensure that the JoinLobby operation is being called correctly. Look for any potential issues such as incorrect method calls, missing callbacks, or improper timing of the JoinLobby operation.
Thanks for the video! I keep getting this error: Can not Instantiate before the client joined/created a room. State: Joining Should the Instantiation be in another method? Or maybe it is trying to Instantiate too quickly - before the client joined/created a room?
Actually, I just fixed this by looking at some forums. I added the Instantiate to the OnJoinedRoom() method instead of the OnJoinedLobby as you had it in the video. Why won't mine work the way yours works though? public override void OnJoinedRoom() { base.OnJoinedRoom(); GameObject _player = PhotonNetwork.Instantiate(player.name, spawnPoint.position, Quaternion.identity); }
Question. I used another script to allow scoping in for my sniper. wanted to change the sense but when i tried to change the sense in the script by grabing the component and setting that = new vector2 (1, 1) instead it didnt work. how should i get the sense to slow down?
it says that it can only spawn the player after it connected to the server, make sure you put the instantiate line in the roommanager on the correctline. so check your script and see if everything is the same
i have an error, Assets/Scripts/Movement.cs(18,10): error CS0111: Type 'Movement' already defines a member called 'Update' with the same parameter types Assets/Scripts/Movement.cs(12,10): error CS0111: Type 'Movement' already defines a member called 'Start' with the same parameter types Assets/Scripts/Movement.cs(3,14): error CS0101: The namespace '' already contains a definition for 'Movement' Not sure how to fix it :/
It says it, "Can not Instantiate before the client joined/created a room state: joining" what does this mean it wont let me join the room or anything how do I fix this?
hey man thanks for the tutorials! I am still learning the ropes with programming and I keep on getting this error (Can not Instantiate before the client joined/created a room. State: Joining UnityEngine.Debug Joining Engine.Debug Joining UnityEngine.Debug:LogError (object)) which is preventing me from spawning my player. any help would be greatly appreciated. Thanks
i guess your trying to instantiate a prefab in the network while joining a room, try doing a while loop after the join room function thats something like while(!PhotonNetwork.InRoom) but make it empty, its gonna run the rest of the code if your gonna be in a room. after the while loop add the instantiate method. (idk i really dont use the tut, it may work tho!)
Hey when i hit play my player isnt spawning but i dont get any errors except Can not Instantiate before the client joined/created a room. State: Joining UnityEngine.Debug:LogError (object)
void Start() { Debug.Log("Connecting"); PhotonNetwork.ConnectUsingSettings(); } public override void OnConnectedToMaster() { base.OnConnectedToMaster(); Debug.Log("Connected to Server"); PhotonNetwork.JoinLobby(); } public override void OnJoinedLobby() { base.OnJoinedLobby(); PhotonNetwork.JoinOrCreateRoom("test", null, null); Debug.Log("We are in the Lobby"); } public override void OnJoinedRoom() { base.OnJoinedRoom(); Debug.Log("We are connected and in a room"); GameObject _player = PhotonNetwork.Instantiate(player.name, spawnPoint.position, Quaternion.identity); _player.GetComponent().IsLocalPlayer(); }
@@lixq7r here is ep 1 just change what has to be changed if eny thing ( using System.Collections; using System.Collections.Generic; using UnityEngine; using Photon.Pun; public class RoomManager : MonoBehaviourPunCallbacks { // Start is called before the first frame update void Start() { Debug.Log(message:"[Connectomg....") ; PhotonNetwork.ConnectUsingSettings(); } // Update is called once per frame void Update() {
} public override void OnConnectedToMaster() { base.OnConnectedToMaster(); Debug.Log(message: "Connected to Server"); PhotonNetwork.JoinLobby(); } public override void OnJoinedLobby() { base.OnJoinedLobby(); PhotonNetwork.JoinOrCreateRoom(roomName: "test", roomOptions: null, typedLobby: null); Debug.Log(message: "Were connected and in a room now"); } }
I get 3 errors: 1) 'Vector2' is an ambiguous reference between 'UnityEngine.Vector2' and 'System.Numerics.Vector2' 2) 'Vector3' is an ambiguous reference between 'UnityEngine.Vector3' and 'System.Numerics.Vector3' 3) 'Input' is an ambiguous reference between 'UnityEngine.Input' and 'UnityEngine.Windows.Input' Please how do I resolve these?
Hi, You import this library System.Numerics when you code. Be careful to use only Vector2 from UnityEngine. To resolve your problem, delete the "using System.Numerics" on the top.
Hiya, new game dev here! I'm trying to make a competitive third person mobile game and I was wondering if I should go for PUN 2 or Fusion 2. Which one would work best in my case?
Thank you very much, first of all, I went through the whole process step by step, but I don't understand why I get this error. Can not Instantiate before the client joined/created a room. State: PeerCreated UnityEngine.Debug:LogError (object) I hope you can help me
Hey i had the same error and here is the fixed version : (Thank me later :D) using System.Collections; using System.Collections.Generic; using UnityEngine; using Photon.Pun; public class RoomManager : MonoBehaviourPunCallbacks { public GameObject player; public Transform spawnPoint; // Start is called before the first frame update void Start() { Debug.Log("Connecting..."); PhotonNetwork.ConnectUsingSettings(); } public override void OnConnectedToMaster() { base.OnConnectedToMaster(); Debug.Log("Connected to Server"); PhotonNetwork.JoinLobby(); } public override void OnJoinedLobby() { base.OnJoinedLobby(); PhotonNetwork.JoinOrCreateRoom("test", null, null); Debug.Log("We're connected and in a room now"); } public override void OnJoinedRoom() { base.OnJoinedRoom(); Debug.Log("Joined a room"); GameObject _player = PhotonNetwork.Instantiate(player.name, spawnPoint.position, Quaternion.identity); } }
So I got everything working, and I am experiencing a lot of jitter and lag. Was wondering if there was anything I could do to make the connection super smooth. Note: I am using the free version and am not sure if that would have any affect.
Hi, I'm a beginner and I just got acquainted with this environment and I don't know how to code message: I will use what you use. If possible, please introduce any source that can help me❤❤❤❤❤😮
using System.Collections; using System.Collections.Generic; using UnityEngine; using Photon.Pun; public class RoomManager : MonoBehaviourPunCallbacks { public GameObject player; public Transform spawnPoint; // The player's respawn point void Start() { Debug.Log("Connecting..."); PhotonNetwork.ConnectUsingSettings(); } public override void OnConnectedToMaster() { base.OnConnectedToMaster(); Debug.Log("Connected to the server"); PhotonNetwork.JoinLobby(); } public override void OnJoinedLobby() { base.OnJoinedLobby(); Debug.Log("Joined the lobby"); // Attempt to join or create a room named "test" PhotonNetwork.JoinOrCreateRoom("test", null, null); // Debug.Log("We've joined a room"); // GameObject _player = PhotonNetwork.Instantiate(player.name, spawnPoint.position, Quaternion.identity); } public override void OnJoinedRoom() { base.OnJoinedRoom(); Debug.Log("Joined the room"); // Ensure this call is made when the client is the master client of the room if (PhotonNetwork.IsMasterClient) { // Instantiate the player object GameObject _player = PhotonNetwork.Instantiate(player.name, spawnPoint.position, Quaternion.identity); } } } by a random person in comments
Pun is much simpler and its what I use for my game with 300K + downloads, fusion is good but a lot more work, might make a tutorial on it in a couple months
Hey @bananastutorials i love the vid so far but am wondering if you know to to fix my problem? when i added the mouse look script it doesnt let me look up or down. Thanks!
i couldnt write the code correct i followed your steps but couldnt make it same like if your line is 17 mine would be 12 or 13 can you please give the whole code as a zip or googledrive please
@@bananastutorials Is there anyway you can help me with the movement script or just paste it in comments? Ive been trying and doing it the same way you did but im getting an error and I can't move.
The mouse look script is here :)
drive.google.com/file/d/1j-92b6X5cLxszYKdZb_BAyJx0xuxhVmA/view?usp=sharing
can u make the RoomManager im having trouble with it
plz
@@zero-parrot
@arnaudloche2725bro where did u get the scripts im not able to get that too
Help needed NullReferanceException: Object reference not set to an instance of an object
Can not Instantiate before the client joined/created a room. State: Joining
UnityEngine.Debug:LogError (object)
Photon.Pun.PhotonNetwork:Instantiate (string,UnityEngine.Vector3,UnityEngine.Quaternion,byte,object[]) (at Assets/Photon/PhotonUnityNetworking/Code/PhotonNetwork.cs:2477)
RoomManager:OnJoinedLobby () (at Assets/RoomManager.cs:45)
Photon.Realtime.LobbyCallbacksContainer:OnJoinedLobby () (at Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:4474)
Photon.Realtime.LoadBalancingClient:OnOperationResponse (ExitGames.Client.Photon.OperationResponse) (at Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:2962)
ExitGames.Client.Photon.PeerBase:DeserializeMessageAndCallback (ExitGames.Client.Photon.StreamBuffer) (at D:/Dev/Work/photon-dotnet-sdk/PhotonDotNet/PeerBase.cs:877)
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands () (at D:/Dev/Work/photon-dotnet-sdk/PhotonDotNet/EnetPeer.cs:595)
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands () (at D:/Dev/Work/photon-dotnet-sdk/PhotonDotNet/PhotonPeer.cs:1778)
Photon.Pun.PhotonHandler:Dispatch () (at Assets/Photon/PhotonUnityNetworking/Code/PhotonHandler.cs:232)
Photon.Pun.PhotonHandler:FixedUpdate () (at Assets/Photon/PhotonUnityNetworking/Code/PhotonHandler.cs:152)
Using the Resources folder is creating a tech dept for the future. Use addressables.
Thanks
ok honestly, I do not feel rdy yet to make my own mutliplayer game, but damn I will still watch your vids.
:)
Im currently using riptide for my fps, i may check photon later, your channel seems to be awesome nice production quality excited to see nore of you
Awesome, thank you!
open the nore
@@epic_piggyninja1668 lol
@@epic_piggyninja1668 not funny
@@fakemayham084 your not funny
you basically just made a free course and only have 1.3k subs. Bro deserves better 🥺🥺
Who else is watching this now
thx ! (you have a nice background too)
SO HELPFUL, Definitely underrated channel
I hope this tutorial continues because this helps me a lot...
Oh it certainly will! got a lot planned :)
@@bananastutorials nice
same
Movement script: using UnityEngine;
public class Movement : MonoBehaviour
{
public float walkSpeed = 4f;
public float maxVelocityChange = 10f;
private Vector2 input;
private Rigidbody rb;
// Start is called before the first frame update
void Start()
{
rb = GetComponent();
}
// Update is called once per frame
void Update()
{
input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
input.Normalize();
}
void FixedUpdate()
{
rb.AddForce(CalculateMovement(walkSpeed), ForceMode.VelocityChange);
}
Vector3 CalculateMovement(float _speed)
{
Vector3 targetVelocity = new Vector3(input.x, 0, input.y);
targetVelocity = transform.TransformDirection(targetVelocity);
targetVelocity *= _speed;
Vector3 velocity = rb.velocity;
if (input.magnitude > 0.5f)
{
Vector3 velocityChange = targetVelocity - velocity;
velocityChange.x = Mathf.Clamp(velocityChange.x, -maxVelocityChange, maxVelocityChange);
velocityChange.z = Mathf.Clamp(velocityChange.z, -maxVelocityChange, maxVelocityChange);
velocityChange.y = 0;
return velocityChange;
}
else
{
return new Vector3();
}
}
}
im not one to do this cuz i like codin, but thanks cuz i kept gettin errors with the vector 3 shit
Appreciate it brother!
dude this is gonna be awsome ooooo
you bet bro
underrated channel dude
thank you bro
The Mouse Look Script is not contained in the in the pack nor is anything else. What happened???
Thanks for letting me know!
Posted it here:
drive.google.com/file/d/1j-92b6X5cLxszYKdZb_BAyJx0xuxhVmA/view?usp=sharing
Continue this tutorial broo its awesome :)))
pt.2 dropping today!🤙
i cant make the room manager script
tthere are issues
Hello I am trying to make the game but it give me a error when I put the spawn code. It says “ cannot instantiate before joining”
when i try to play it stays at display 1 no cameras rendering and the error says: "Can not instantiate before the client joined created a room"
Help please, I have a big problem "Operation JoinLobby (229) not called, client state: ConnectingToMasterServer error. Help😢
hey man, it’s hard to tell with the little info I have, make sure to copy my room manager code exactly tho
The error "Operation JoinLobby (229) not called, client state: ConnectingToMasterServer" suggests that the JoinLobby operation is not being called, and the client state is still in the process of connecting to the master server.
Double-check your code to ensure that the JoinLobby operation is being called correctly. Look for any potential issues such as incorrect method calls, missing callbacks, or improper timing of the JoinLobby operation.
void Start()
{
Debug.Log("Connecting");
PhotonNetwork.ConnectUsingSettings();
}
public override void OnConnectedToMaster()
{
base.OnConnectedToMaster();
Debug.Log("Connected to Server");
PhotonNetwork.JoinLobby();
}
public override void OnJoinedLobby()
{
base.OnJoinedLobby();
PhotonNetwork.JoinOrCreateRoom("test", null, null);
Debug.Log("We are in the Lobby");
}
public override void OnJoinedRoom()
{
base.OnJoinedRoom();
Debug.Log("We are connected and in a room");
GameObject _player = PhotonNetwork.Instantiate(player.name, spawnPoint.position, Quaternion.identity);
_player.GetComponent().IsLocalPlayer();
}
you forgot to show how to add the onjoinedroom thing
Photon is very easy, I remember when I was trying to experiment with multiplayer in Godot, I remember that I was building a server from scratch, in contrast in Photon you can connect to your server in Photon, by just calling a function🗿
I am Having an error that Multiple precompiled assemblies with the same name websocket-sharp. Dll included oon the current platform. Only one assembly with the same name is allowed per platform.
Reimport into another project, see if that helps
@@bananastutorialsit says join lobby not called because client is not connected or not ready yet
@@bananastutorialsnvm thanks
you're getting like 50 subs per day now :))
yessir 🙌
i have the error "Assets\RoomManager.cs(30,1): error CS1022: Type or namespace definition, or end-of-file expected"
Can not Instantiate before the client joined/created a room. State: Joining
UnityEngine.Debug:LogError (object)
same i dont know how to fix it
When i build the game, i go into unity and my pc build. If i move one character, the other one moves as well.
try enabling the movement script for player only when player is instantiated
13:21 but what if i'm not using rigid body?
can i use my own movment script?
Don’t see why not
My Visual Studio never changes the color of the Photon related code and then whenever i reopen my project it askes me if i want to open in safe mode and gives me tons or errors. if i delete the room manager script it clears all the errors can i please have help
You provably have an error, check the console window for errors :)
Very Helpful! The character controller was WAY too complicated tho!
Hello, i tried to launch the game, and the camera started to fall underneath the plane? (if that makes sense). I need help
you probably put your rigidbody on top of the camera, make sure its on the bean (player) and if you still fall trough the ground make sure that there's a collider on the floor and maybe put your player a little higher above the ground
I'm getting the error : "JoinOrCreateRoom failed. Client is on MasterServer (must be Master Server for matchmaking)but not ready for operations (State: Joining). Wait for callback: OnJoinedLobby or OnConnectedToMaster.
UnityEngine.Debug:LogError (object)".
When I click play it seems like it runs fine but I also get an error in the console.
Maybe wait a bit before pressing the join button
void Start()
{
Debug.Log("Connecting");
PhotonNetwork.ConnectUsingSettings();
}
public override void OnConnectedToMaster()
{
base.OnConnectedToMaster();
Debug.Log("Connected to Server");
PhotonNetwork.JoinLobby();
}
public override void OnJoinedLobby()
{
base.OnJoinedLobby();
PhotonNetwork.JoinOrCreateRoom("test", null, null);
Debug.Log("We are in the Lobby");
}
public override void OnJoinedRoom()
{
base.OnJoinedRoom();
Debug.Log("We are connected and in a room");
GameObject _player = PhotonNetwork.Instantiate(player.name, spawnPoint.position, Quaternion.identity);
_player.GetComponent().IsLocalPlayer();
}
here just copy this
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Photon.Pun;
public class RoomManager : MonoBehaviourPunCallbacks
{
public GameObject player;
public Transform spawnPoint;
// Start is called before the first frame update
void Start()
{
Debug.Log("Connecting...");
PhotonNetwork.ConnectUsingSettings();
}
public override void OnConnectedToMaster()
{
base.OnConnectedToMaster();
Debug.Log("Connected to Server");
PhotonNetwork.JoinLobby();
}
public override void OnJoinedLobby()
{
base.OnJoinedLobby();
PhotonNetwork.JoinOrCreateRoom("test", null, null);
Debug.Log("We're connected and in a room now");
}
public override void OnJoinedRoom()
{
base.OnJoinedRoom();
Debug.Log("Joined a room");
GameObject _player = PhotonNetwork.Instantiate(player.name, spawnPoint.position, Quaternion.identity);
}
}
My movement is reversed when i press w i go back ward and s is forward same with a and d
can you add script copy and paste pls
jetbrains user... instant subscribe
Hey Alex, I'm CodeMaster Muhammad Hosny, nice to meet you.
Nice to meet you too!
When i try to type Vector3 CalculateMovement(float _speed) it gives me a error saying not all code paths return a value
do you know how to fix it?
continue the code it will get fixed by itself
late response lol but u have to have it return something every time
eg:
return (velocityChange);
Hey there! I'm developing a multiplayer soccer game using PUN2 and Unity. Currently, I can create rooms, allow players to join and leave rooms, and as the room host, I can start the game and send all players to the 'game' screen. Additionally, all players can walk, run, and jump, and everyone can see these actions. However, there's an issue: Since it's a soccer game, I've added a 'ball' object in the middle of the field, and within my PlayerController script, I'm using OnCollisionEnter to apply strong contact to the ball, thus altering its position-a basic soccer mechanic. My 'ball' object includes components like Sphere Collider, Rigidbody, Photon View, Photon Transform View, and Photon Rigidbody View. While other players can interact with the ball smoothly, the host of the room cannot see other players changing the ball's position; the ball only moves when the host touches it, and then other players can see its movement. How can I resolve this? Thanks!
Code:
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
[SerializeField] float mouseSensitivity, sprintSpeed, walkSpeed, jumpForce, smoothTime;
[SerializeField] GameObject cameraHolder;
float verticalLookRotation;
bool grounded;
Vector3 smoothMoveVelocity;
Vector3 moveAmount;
Rigidbody rb;
PhotonView pv;
private void Awake()
{
rb = GetComponent();
pv = GetComponent();
}
private void Start()
{
if (!pv.IsMine)
{
Destroy(GetComponentInChildren().gameObject);
Destroy(rb);
}
}
private void Update()
{
if (!pv.IsMine)
return;
PlayerLook();
PlayerMove();
PlayerJump();
}
private void PlayerLook()
{
transform.Rotate(Vector3.up * Input.GetAxisRaw("Mouse X") * mouseSensitivity);
verticalLookRotation += Input.GetAxisRaw("Mouse Y") * mouseSensitivity;
verticalLookRotation = Mathf.Clamp(verticalLookRotation, -90f, 90f);
cameraHolder.transform.localEulerAngles = Vector3.left * verticalLookRotation;
}
void PlayerMove()
{
Vector3 moveDir = new Vector3(Input.GetAxisRaw("Horizontal"), 0, Input.GetAxisRaw("Vertical")).normalized;
moveAmount = Vector3.SmoothDamp(moveAmount, moveDir * (Input.GetKey(KeyCode.LeftShift) ? sprintSpeed : walkSpeed), ref smoothMoveVelocity, smoothTime);
}
void PlayerJump()
{
if (Input.GetKeyDown(KeyCode.Space) && grounded)
{
rb.AddForce(transform.up * jumpForce);
}
}
public void SetGroundState(bool _grounded)
{
grounded = _grounded;
}
private void FixedUpdate()
{
if (!pv.IsMine)
return;
rb.MovePosition(rb.position + transform.TransformDirection(moveAmount) * Time.fixedDeltaTime);
}
private void OnCollisionEnter(Collision collision)
{
if (collision.gameObject.CompareTag("Ball"))
{
Rigidbody ballRb = collision.gameObject.GetComponent();
if (ballRb != null)
{
ballRb.AddForce(transform.forward * 1f, ForceMode.Impulse);
}
}
}
}
Wow, thanks dude! Awesome tutorial. Can I use PUN for the mobile?
Yes you can!
Hii !! Your video is amazing and i want to ask that if i use Character Controller instead of Rigibody then what Photon view should i use ???
why does the player deletes itself few seconds later in play mode
The RoomManager script is not working pls help or link the roommanager code
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Photon.Pun;
public class RoomManager : MonoBehaviourPunCallbacks
{
// Start is called before the first frame update
void Start()
{
Debug.Log("Connecting...");
PhotonNetwork.ConnectUsingSettings();
}
public override void OnConnectedToMaster()
{
base.OnConnectedToMaster();
Debug.Log("Connected to Server");
PhotonNetwork.JoinLobby();
}
public override void OnJoinedLobby()
{
base.OnJoinedLobby();
PhotonNetwork.JoinOrCreateRoom("test", null, null);
Debug.Log("We're connected and in a room now");
}
}
Hey having a problem with spawning
"Can not Instantiate before the client joined/created a room. State: Joining" Idk what to do with it
pls help
Hey deep down in the comments ive seen a lot of ppl have the same problem heres the solution
thx man i forgor ur name but
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Photon.Pun;
public class RoomManager : MonoBehaviourPunCallbacks
{
public GameObject player;
public Transform spawnPoint;
// Start is called before the first frame update
void Start()
{
Debug.Log("Connecting...");
PhotonNetwork.ConnectUsingSettings();
}
public override void OnConnectedToMaster()
{
base.OnConnectedToMaster();
Debug.Log("Connected to Server");
PhotonNetwork.JoinLobby();
}
public override void OnJoinedLobby()
{
base.OnJoinedLobby();
PhotonNetwork.JoinOrCreateRoom("test", null, null);
Debug.Log("We're connected and in a room now");
}
public override void OnJoinedRoom()
{
base.OnJoinedRoom();
Debug.Log("Joined a room");
GameObject _player = PhotonNetwork.Instantiate(player.name, spawnPoint.position, Quaternion.identity);
}
}
well dont instantiate before joining/creating a room
you got any idea on how I can make each player have its own camera in unity multiplayer?
i need help writing the Debug.Log( part because idk how you fade the message part :(
I keep getting this error
Error CS0029 Cannot implicitly convert type 'float' to 'UnityEngine.Vector3' Assembly-CSharp D:\Multiplayer FPS\Assets\Movement.cs 45 Active
here is my code
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Movement : MonoBehaviour
{
public float walkSpeed = 4f;
public float maxVelocityChange = 10f;
private Vector2 input;
private Rigidbody rb;
// Start is called before the first frame update
void Start()
{
rb = GetComponent();
}
// Update is called once per frame
void Update()
{
input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
input.Normalize();
}
private void FixedUpdate()
{
rb.AddForce(CalculateMovement(walkSpeed), ForceMode.VelocityChange);
}
Vector3 CalculateMovement(float _speed)
{
Vector3 targetVelocity = new Vector3(input.x, 0, input.y);
targetVelocity = transform.TransformDirection(targetVelocity);
targetVelocity *= _speed;
Vector3 velocity = rb.velocity;
if (input.magnitude > 0.5f)
{
Vector3 velocityChange = targetVelocity - velocity;
velocityChange = Mathf.Clamp(velocityChange.x, -maxVelocityChange, maxVelocityChange);
velocityChange = Mathf.Clamp(velocityChange.z, -maxVelocityChange, maxVelocityChange);
velocityChange.y = 0;
return (velocityChange);
}
else
{
return new Vector3();
}
}
}
someone please help me
New fixed lines
velocityChange.x = Mathf.Clamp(velocityChange.x, -maxVelocityChange, maxVelocityChange);
velocityChange.z = Mathf.Clamp(velocityChange.z, -maxVelocityChange, maxVelocityChange);
The error "Operation JoinLobby (229) not called, client state: ConnectingToMasterServer" suggests that the JoinLobby operation is not being called, and the client state is still in the process of connecting to the master server.
Double-check your code to ensure that the JoinLobby operation is being called correctly. Look for any potential issues such as incorrect method calls, missing callbacks, or improper timing of the JoinLobby operation.
Thanks, I missed that part.
Thanks for the video! I keep getting this error:
Can not Instantiate before the client joined/created a room. State: Joining
Should the Instantiation be in another method? Or maybe it is trying to Instantiate too quickly - before the client joined/created a room?
Actually, I just fixed this by looking at some forums. I added the Instantiate to the OnJoinedRoom() method instead of the OnJoinedLobby as you had it in the video. Why won't mine work the way yours works though?
public override void OnJoinedRoom()
{
base.OnJoinedRoom();
GameObject _player = PhotonNetwork.Instantiate(player.name, spawnPoint.position, Quaternion.identity);
}
Awesome thanks for sharing!!
@@AaronAsherRandall i got the same error and tried your code and i dont spawn in can you help me pls?
@@ketsueki血液 same
@@ketsueki血液 same
Question. I used another script to allow scoping in for my sniper. wanted to change the sense but when i tried to change the sense in the script by grabing the component and setting that = new vector2 (1, 1) instead it didnt work. how should i get the sense to slow down?
It says Vector 3, Vector2, Rigidbody, and MonoBehaviour can not be found, how could I fix this?
I think you’re not deriving from monobehavour or you deleted some of the using statements at the top of your script
My Mouse Look Thing Is Allowing Me To Look Down Or Up Only Left Or Right
plz fix me this Error Can not Instantiate before the client joined/created a room. State: Joining
did you find a solution, I got the same
@bananadev2 i dont have all the assembly csharp things in my visual studios idk what to do
Can not Instantiate before the client joined/created a room. State: Joining
it says that it can only spawn the player after it connected to the server, make sure you put the instantiate line in the roommanager on the correctline. so check your script and see if everything is the same
When I made the spawnpoint it doesn't work, it says can not instaniate before client joined/created a room and stops the game pls help me
i have a same problem
Hello, how to enable those "black boxes" in the code editor and it will show the data types and variables when you type a certain code.
Rider program, or Rider Extension for Visual Studio
From where can i find the mouse look script ?
Posted it here:
drive.google.com/file/d/1j-92b6X5cLxszYKdZb_BAyJx0xuxhVmA/view?usp=sharing
I have the room manager script copied 1 to 1 and mine doesnt work and doesn't tell me what is wrong is it because i use visual studio or what
Nevermind I opened it wrong
how do you get it to autofill photon commands?
i have an error,
Assets/Scripts/Movement.cs(18,10): error CS0111: Type 'Movement' already defines a member called 'Update' with the same parameter types
Assets/Scripts/Movement.cs(12,10): error CS0111: Type 'Movement' already defines a member called 'Start' with the same parameter types
Assets/Scripts/Movement.cs(3,14): error CS0101: The namespace '' already contains a definition for 'Movement'
Not sure how to fix it :/
just having the script exist with nothing in it makes the same error, i'm so confused
nevermind, changed literally nothing and moved it to a new project and it works now sob
It says it, "Can not Instantiate before the client joined/created a room state: joining" what does this mean it wont let me join the room or anything how do I fix this?
did you found a solution, I got the same problem
I love you!
hey man thanks for the tutorials! I am still learning the ropes with programming and I keep on getting this error (Can not Instantiate before the client joined/created a room. State: Joining UnityEngine.Debug Joining Engine.Debug Joining
UnityEngine.Debug:LogError (object))
which is preventing me from spawning my player. any help would be greatly appreciated. Thanks
i guess your trying to instantiate a prefab in the network while joining a room, try doing a while loop after the join room function thats something like while(!PhotonNetwork.InRoom) but make it empty, its gonna run the rest of the code if your gonna be in a room. after the while loop add the instantiate method. (idk i really dont use the tut, it may work tho!)
Hi
We need another link for your packages, the one that is in the description doesn't have anything in it
Thanks for letting me know!
Posted it here:
drive.google.com/file/d/1j-92b6X5cLxszYKdZb_BAyJx0xuxhVmA/view?usp=sharing
Hey when i hit play my player isnt spawning but i dont get any errors except
Can not Instantiate before the client joined/created a room. State: Joining
UnityEngine.Debug:LogError (object)
Same
void Start()
{
Debug.Log("Connecting");
PhotonNetwork.ConnectUsingSettings();
}
public override void OnConnectedToMaster()
{
base.OnConnectedToMaster();
Debug.Log("Connected to Server");
PhotonNetwork.JoinLobby();
}
public override void OnJoinedLobby()
{
base.OnJoinedLobby();
PhotonNetwork.JoinOrCreateRoom("test", null, null);
Debug.Log("We are in the Lobby");
}
public override void OnJoinedRoom()
{
base.OnJoinedRoom();
Debug.Log("We are connected and in a room");
GameObject _player = PhotonNetwork.Instantiate(player.name, spawnPoint.position, Quaternion.identity);
_player.GetComponent().IsLocalPlayer();
}
How do you autofill Photon Commands?
instead of fps can i use this for cars?
Where do i get the wallpaper you have on your PC??
im having issues with GetAxisRaw,, it says its invalid
and its the same with ForceMode
It keeps saying
NullReferenceExeption: Object reference not set to an instance of an object
How do I fix this please
something is not referenced in the inspector
Hi, This has been very helpful so far, but I was wondering if I could just put the player in a prefab folder? Thanks alot by the way!
You cant because Photon wont recognize it as a object that wants to be synced.
@@calok Ik, I just found out a few weeks ago. Thank you anyway!
@@MUSKETPENGUIN3000 someone else might also stumble on this issue and see replies :)
@@calok yep, that's nice :)
Actually, sorry for the late response, but you can set a path for it in the script itself.@@MUSKETPENGUIN3000
can you post all scripts in the comments?
it says "Can not Instantiate before the client joined/created a room" on console how can i fix it
make sure the room manager script is exactly how i’ve done it :)
that’s where it’s from best of luck
@@bananastutorials i tried it several times but the errror is not solved
@@lixq7r here is ep 1 just change what has to be changed if eny thing ( using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Photon.Pun;
public class RoomManager : MonoBehaviourPunCallbacks
{
// Start is called before the first frame update
void Start()
{
Debug.Log(message:"[Connectomg....") ;
PhotonNetwork.ConnectUsingSettings();
}
// Update is called once per frame
void Update()
{
}
public override void OnConnectedToMaster()
{
base.OnConnectedToMaster();
Debug.Log(message: "Connected to Server");
PhotonNetwork.JoinLobby();
}
public override void OnJoinedLobby()
{
base.OnJoinedLobby();
PhotonNetwork.JoinOrCreateRoom(roomName: "test", roomOptions: null, typedLobby: null);
Debug.Log(message: "Were connected and in a room now");
}
}
@@bananastutorials I have got everything set up exactly as you and I am getting the same error...
At 04:45, how do you actually get those black boxes?
Is it still for 2024
is it whole copyrighted, or i can use it in my game freely??
yooo good as alway
A , D, W, and S keys are flipped. Please help.
Maybe you have a negative sign somewhere in your movement script
My movement has no counter movement and i just slip off my plane. I have already finished eps 2. I was wondering if you can help
?
uhhh never mind i just used a different movement and it’s okay!👌
I get 3 errors:
1) 'Vector2' is an ambiguous reference between 'UnityEngine.Vector2' and 'System.Numerics.Vector2'
2) 'Vector3' is an ambiguous reference between 'UnityEngine.Vector3' and 'System.Numerics.Vector3'
3) 'Input' is an ambiguous reference between 'UnityEngine.Input' and 'UnityEngine.Windows.Input'
Please how do I resolve these?
Hi,
You import this library System.Numerics when you code. Be careful to use only Vector2 from UnityEngine.
To resolve your problem, delete the "using System.Numerics" on the top.
Is it compatible with webgl build?
Voice is noisey, please have a good mic. Difficult to understand your voice properly. I am your new subscriber
does someone have the movement script?
make more unity tutorials
Hiya, new game dev here! I'm trying to make a competitive third person mobile game and I was wondering if I should go for PUN 2 or Fusion 2. Which one would work best in my case?
Pun 2
in light of recent events u better remove that text at 0:07 XD 200k installs
So new to this, how do you pull up that script editor for the room manager script?
visual studio
Thank you very much, first of all, I went through the whole process step by step, but I don't understand why I get this error.
Can not Instantiate before the client joined/created a room. State: PeerCreated
UnityEngine.Debug:LogError (object)
I hope you can help me
Hey i had the same error and here is the fixed version : (Thank me later :D)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Photon.Pun;
public class RoomManager : MonoBehaviourPunCallbacks
{
public GameObject player;
public Transform spawnPoint;
// Start is called before the first frame update
void Start()
{
Debug.Log("Connecting...");
PhotonNetwork.ConnectUsingSettings();
}
public override void OnConnectedToMaster()
{
base.OnConnectedToMaster();
Debug.Log("Connected to Server");
PhotonNetwork.JoinLobby();
}
public override void OnJoinedLobby()
{
base.OnJoinedLobby();
PhotonNetwork.JoinOrCreateRoom("test", null, null);
Debug.Log("We're connected and in a room now");
}
public override void OnJoinedRoom()
{
base.OnJoinedRoom();
Debug.Log("Joined a room");
GameObject _player = PhotonNetwork.Instantiate(player.name, spawnPoint.position, Quaternion.identity);
}
}
@@tegbx3619 Thank i love you
thank i had the same error
@@tegbx3619
@@tegbx3619 you are the real hero in my heart
@@tegbx3619 thx so much bro
Movement not working
So I got everything working, and I am experiencing a lot of jitter and lag. Was wondering if there was anything I could do to make the connection super smooth.
Note: I am using the free version and am not sure if that would have any affect.
In your rigidbody settings on the player, set the interpolation dropdown to interpolate :)
@@bananastutorials I did it but its not working
cool video)
Hi, I'm a beginner and I just got acquainted with this environment and I don't know how to code message: I will use what you use. If possible, please introduce any source that can help me❤❤❤❤❤😮
hi, I need Source Code PLZ
Could you share the script for the Room Manager?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Photon.Pun;
public class RoomManager : MonoBehaviourPunCallbacks
{
public GameObject player;
public Transform spawnPoint; // The player's respawn point
void Start()
{
Debug.Log("Connecting...");
PhotonNetwork.ConnectUsingSettings();
}
public override void OnConnectedToMaster()
{
base.OnConnectedToMaster();
Debug.Log("Connected to the server");
PhotonNetwork.JoinLobby();
}
public override void OnJoinedLobby()
{
base.OnJoinedLobby();
Debug.Log("Joined the lobby");
// Attempt to join or create a room named "test"
PhotonNetwork.JoinOrCreateRoom("test", null, null);
// Debug.Log("We've joined a room");
// GameObject _player = PhotonNetwork.Instantiate(player.name, spawnPoint.position, Quaternion.identity);
}
public override void OnJoinedRoom()
{
base.OnJoinedRoom();
Debug.Log("Joined the room");
// Ensure this call is made when the client is the master client of the room
if (PhotonNetwork.IsMasterClient)
{
// Instantiate the player object
GameObject _player = PhotonNetwork.Instantiate(player.name, spawnPoint.position, Quaternion.identity);
}
}
}
by a random person in comments
How about photon fusion?
Pun is much simpler and its what I use for my game with 300K + downloads, fusion is good but a lot more work, might make a tutorial on it in a couple months
Hey @bananastutorials i love the vid so far but am wondering if you know to to fix my problem?
when i added the mouse look script it doesnt let me look up or down. Thanks!
Try this new script, maybe your camera is rotated wrong?
drive.google.com/file/d/1j-92b6X5cLxszYKdZb_BAyJx0xuxhVmA/view?usp=sharing
same thing happened to me. it happened because i added mouselook to the Capsule rather than the Main Camera
@@LandoCali5 Same!
Can you use just any movement script?
yes
@@JoskeVR yeah figur3d that out 2 months ago
How do you get the scripting part?
visual studio
Could you put the movement in the Comments Im Having Trouble
I Got it
i couldnt write the code correct
i followed your steps but couldnt make it same
like if your line is 17 mine would be 12 or 13
can you please give the whole code as a zip or googledrive
please
doesn't matter on what line the code is, just needs to be correct
All good but for a shooter to be viable it must be completely authoritative.
Not true, I have a game on steam with 750K downloads and i have game dev friends with similar client auth shooters like redmatch 2 and banana game.
@@bananastutorials Is there anyway you can help me with the movement script or just paste it in comments? Ive been trying and doing it the same way you did but im getting an error and I can't move.
pls tell me what software your useing
unity
@@Comprobrain i mean coding software
whenever i test out the player movement, I move in both the x and z axis at the same time (when I press w or s).
Never mind, I got it to work. All I did was change the walk speed from 4 to 5, and back to 4.