![]() This is just fairly general personal opinion on my part, if you require more specific help you should post some of your code with a description of what you want it to do vs what it is actually doing. I don't use RPCs at all now, preferring RaiseEvent for everything. NetworkView is a compact network discovery and management tool for the Win32 platform: in a few minutes, it will discover all TCP/IP nodes and draw a full graphical map. If Unity 5.x logs a compiler warning 'Use the new keyword if hiding was intended' or 'The new keyword is not required', you may suffer from an Editor issue. You also have greater control over which clients you send to, which can save bandwidth. RaiseEvent on the other hand is much more flexible in as much as no PhotonViews are required and you decide which scripts will listen for and respond to them. The only advantage of RPCs over RaisEvent, in my opinion, is simplicity as there is less work required to get them working, but the con is that they require objects to have a PhotonView attached. With that in mind I decided to join the UniKnowledge contest and finally give the community a networking tutorial, that I hope, is all you need to create a networked game. You can use RPCs or RaiseEvent to achieve the same, but then you need to manually do a lot of stuff that is automatically taken care of for you by PhotonNetwork.Instantiate, such as allocating viewIDs and cleaning up when a player disconnects. When I started unity networking the networking example was a bit too confusing A proper networking example should have independent examples so you know where to look for something within seconds. One Camera is only showing of a specific player. I have make A Camera child to the player gameobject but it is not working correctly and showing only one player camera for all player. A tiled image with sections of the sprite repeated. A 9-sliced image useful for various decorated UI boxes and other rectangular elements. This can be used to display: Whole images stretched to fit the RectTransform of the Image. ![]() Generally speaking the easiest way to instantiate networked objects is by using PhotonNetwork.Instantiate, or PhotonNetwork.InstantiateSceneObject. Following unity official guide for multiplayer game and Now I want camera for each player (Just like in counter strike). Unity can interpret an Image in various different ways depending on the intended purpose.
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