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Among Us Multiplayer – Photon Rigidbody View (PUN 2 in Unity)

For this lesson on how to make Among Us Multiplayer, I will show you how to Sync the player’s movement across the network using the Photon Rigidbody View. You will first need to add a Photon Rigidbody View component to your avatar prefab. This will sync your player’s movement across the network. Now you need to open the player controller script. In this script, you need to make sure that only the owner of the object before reading in any input or moving the player object.

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AU_PlayerController.cs

using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;

public class : MonoBehaviour
{
    [SerializeField] bool hasControl;
    public static AU_PlayerController localPlayer;
    

    //Components
    Rigidbody myRB;
    Animator myAnim;
    Transform myAvatar;
    //Player movement
    [SerializeField] InputAction WASD;
    Vector2 movementInput;
    [SerializeField] float movementSpeed;
    //Player Color
    static Color myColor;
    SpriteRenderer myAvatarSprite;

    //Player Hat
    static Sprite myHatSprite;
    SpriteRenderer myHatHolder;

    //Role
    [SerializeField] bool isImposter;
    [SerializeField] InputAction KILL;
    float killInput;

    List<AU_PlayerController> targets;
    [SerializeField] Collider myCollider;

    bool isDead;

    [SerializeField] GameObject bodyPrefab;

    public static List<Transform> allBodies;

    List<Transform> bodiesFound;

    [SerializeField] InputAction REPORT;
    [SerializeField] LayerMask ignoreForBody;

    //Interaction
    [SerializeField] InputAction MOUSE;
    Vector2 mousePositionInput;
    Camera myCamera;
    [SerializeField] InputAction INTERACTION;
    [SerializeField] LayerMask interactLayer;

    //Networking
    PhotonView myPV;
    [SerializeField] GameObject lightMask;
    [SerializeField] lightcaster myLightCaster;



    private void Awake()
    {
        KILL.performed += KillTarget;
        INTERACTION.performed += Interact;
    }

    private void OnEnable()
    {
        WASD.Enable();
        KILL.Enable();
        REPORT.Enable();
        MOUSE.Enable();
        INTERACTION.Enable();

    }

    private void OnDisable()
    {
        WASD.Disable();
        KILL.Disable();
        REPORT.Disable();
        MOUSE.Disable();
        INTERACTION.Disable();

    }


    // Start is called before the first frame update
    void Start()
    {
        myPV = GetComponent<PhotonView>();

        if(myPV.IsMine)
        {
            localPlayer = this;
        }
        myCamera = transform.GetChild(1).GetComponent<Camera>();
        targets = new List<AU_PlayerController>();
        myRB = GetComponent<Rigidbody>();
        myAnim = GetComponent<Animator>();
        myAvatar = transform.GetChild(0);
        myAvatarSprite = myAvatar.GetComponent<SpriteRenderer>();
        myHatHolder = transform.GetChild(0).GetChild(1).GetComponent<SpriteRenderer>();
        if (!myPV.IsMine)
        {
            myCamera.gameObject.SetActive(false);
            lightMask.SetActive(false);
            myLightCaster.enabled = false;
            return;
        }
        if (myColor == Color.clear)
            myColor = Color.white;
        myAvatarSprite.color = myColor;

        if(allBodies == null)
        {
            allBodies = new List<Transform>();
        }
        bodiesFound = new List<Transform>();

        if (myHatSprite != null)
            myHatHolder.sprite = myHatSprite;
    }

    // Update is called once per frame
    void Update()
    {
        if (!myPV.IsMine)
            return;

        movementInput = WASD.ReadValue<Vector2>();
        myAnim.SetFloat("Speed", movementInput.magnitude);
        if (movementInput.x != 0)
        {
            myAvatar.localScale = new Vector2(Mathf.Sign(movementInput.x), 1);
        }
        

        if(allBodies.Count > 0)
        {
            BodySearch();
        }

        if(REPORT.triggered)
        {
            if (bodiesFound.Count == 0)
                return;
            Transform tempBody = bodiesFound[bodiesFound.Count - 1];
            allBodies.Remove(tempBody);
            bodiesFound.Remove(tempBody);
            tempBody.GetComponent<AU_Body>().Report();
        }

        mousePositionInput = MOUSE.ReadValue<Vector2>();
        
    }

    private void FixedUpdate()
    {
        if (!myPV.IsMine)
            return;
        myRB.velocity = movementInput * movementSpeed;
    }

    public void SetColor(Color newColor)
    {
        myColor = newColor;
        if (myAvatarSprite != null)
        {
            myAvatarSprite.color = myColor;
        }
    }

    public void SetHat(Sprite newHat)
    {
        myHatSprite = newHat;
        myHatHolder.sprite = myHatSprite;
    }

    public void SetRole(bool newRole)
    {
        isImposter = newRole;
    }

    private void OnTriggerEnter(Collider other)
    {
        if (other.tag == "Player")
        {
            AU_PlayerController tempTarget = other.GetComponent<AU_PlayerController>();
            if (isImposter)
            {
                if (tempTarget.isImposter)
                    return;
                else
                {
                    targets.Add(tempTarget);
                    
                }
            }
        }
    }

    private void OnTriggerExit(Collider other)
    {
        if (other.tag == "Player")
        {
            AU_PlayerController tempTarget = other.GetComponent<AU_PlayerController>();
            if (targets.Contains(tempTarget))
            {
                    targets.Remove(tempTarget);
            }
        }
    }

    void KillTarget(InputAction.CallbackContext context)
    {

        if (context.phase == InputActionPhase.Performed)
        {
            if (targets.Count == 0)
                return;
            else
            {
                if (targets[targets.Count - 1].isDead)
                    return;
                transform.position = targets[targets.Count - 1].transform.position;
                targets[targets.Count - 1].Die();
                targets.RemoveAt(targets.Count - 1);
            }
        }
    }

    public void Die()
    {
        AU_Body tempBody = Instantiate(bodyPrefab, transform.position, transform.rotation).GetComponent<AU_Body>();
        tempBody.SetColor(myAvatarSprite.color);

        isDead = true;

        myAnim.SetBool("IsDead", isDead);
        gameObject.layer = 9;
        myCollider.enabled = false;
    }

    void BodySearch()
    {
        foreach(Transform body in allBodies)
        {
            RaycastHit hit;
            Ray ray = new Ray(transform.position, body.position - transform.position);
            Debug.DrawRay(transform.position, body.position - transform.position, Color.cyan);
            if(Physics.Raycast(ray, out hit, 1000f, ~ignoreForBody))
            {
                
                if (hit.transform == body)
                {
                    Debug.Log(hit.transform.name);
                    Debug.Log(bodiesFound.Count);
                    if (bodiesFound.Contains(body.transform))
                        return;
                    bodiesFound.Add(body.transform);
                }
                else
                {
                    
                    bodiesFound.Remove(body.transform);
                }
            }
        }
    }

    void Interact(InputAction.CallbackContext context)
    {
        if (context.phase == InputActionPhase.Performed)
        {
            Debug.Log("Here");
            RaycastHit hit;
            Ray ray = myCamera.ScreenPointToRay(mousePositionInput);
            if (Physics.Raycast(ray, out hit,interactLayer))
            {
                if (hit.transform.tag == "Interactable")
                {
                    AU_Interactable temp = hit.transform.GetComponent<AU_Interactable>();
                    temp.PlayMiniGame();
                }

            }
           
        }
        
    }

    

}
using Photon.Chat;
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class PhotonChatManager : MonoBehaviour, IChatClientListener
{
    #region Setup

    [SerializeField] GameObject joinChatButton;
    ChatClient chatClient;
    bool isConnected;
    [SerializeField] string username;

    public void UsernameOnValueChange(string valueIn)
    {
        username = valueIn;
    }

    public void ChatConnectOnClick()
    {
        isConnected = true;
        chatClient = new ChatClient(this);
        //chatClient.ChatRegion = "US";
        chatClient.Connect(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdChat, PhotonNetwork.AppVersion, new AuthenticationValues(username));
        Debug.Log("Connenting");
    }

    #endregion Setup

    #region General

    [SerializeField] GameObject chatPanel;
    string privateReceiver = "";
    string currentChat;
    [SerializeField] InputField chatField;
    [SerializeField] Text chatDisplay;

    // Start is called before the first frame update
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {
        if (isConnected)
        {
            chatClient.Service();
        }

        if (chatField.text != "" &amp;&amp; Input.GetKey(KeyCode.Return))
        {
            SubmitPublicChatOnClick();
            SubmitPrivateChatOnClick();
        }
    }

    #endregion General

    #region PublicChat

    public void SubmitPublicChatOnClick()
    {
        if (privateReceiver == "")
        {
            chatClient.PublishMessage("RegionChannel", currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    public void TypeChatOnValueChange(string valueIn)
    {
        currentChat = valueIn;
    }

    #endregion PublicChat

    #region PrivateChat

    public void ReceiverOnValueChange(string valueIn)
    {
        privateReceiver = valueIn;
    }

    public void SubmitPrivateChatOnClick()
    {
        if (privateReceiver != "")
        {
            chatClient.SendPrivateMessage(privateReceiver, currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    #endregion PrivateChat

    #region Callbacks

    public void DebugReturn(DebugLevel level, string message)
    {
        //throw new System.NotImplementedException();
    }

    public void OnChatStateChange(ChatState state)
    {
        if(state == ChatState.Uninitialized)
        {
            isConnected = false;
            joinChatButton.SetActive(true);
            chatPanel.SetActive(false);
        }
    }

    public void OnConnected()
    {
        Debug.Log("Connected");
        joinChatButton.SetActive(false);
        chatClient.Subscribe(new string[] { "RegionChannel" });
    }

    public void OnDisconnected()
    {
        isConnected = false;
        joinChatButton.SetActive(true);
        chatPanel.SetActive(false);
    }

    public void OnGetMessages(string channelName, string[] senders, object[] messages)
    {
        string msgs = "";
        for (int i = 0; i &lt; senders.Length; i++)
        {
            msgs = string.Format("{0}: {1}", senders[i], messages[i]);

            chatDisplay.text += "\n" + msgs;

            Debug.Log(msgs);
        }

    }

    public void OnPrivateMessage(string sender, object message, string channelName)
    {
        string msgs = "";

        msgs = string.Format("(Private) {0}: {1}", sender, message);

        chatDisplay.text += "\n " + msgs;

        Debug.Log(msgs);
        
    }

    public void OnStatusUpdate(string user, int status, bool gotMessage, object message)
    {
        throw new System.NotImplementedException();
    }

    public void OnSubscribed(string[] channels, bool[] results)
    {
        chatPanel.SetActive(true);
    }

    public void OnUnsubscribed(string[] channels)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserSubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserUnsubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    #endregion Callbacks
}
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StackColors in Unity – Player Prefab (Lesson 3)

In this video, we will be creating the player prefab. This is the object that travels down the length of the platform and catches the pickup prefab. This is also the object that the player will be able to move with the touch of their finger.

To create the player prefab you will want to create an empty game object followed by three 3D cube child objects. You will then need to scale and position these object so they are in the shape of a soccer goal. You will then need to add a rigid body and another box collider to the parent object. Freeze the rigid body in all three rotations and set the box collider to trigger and position it inside the goal.

Next you will need to add code to change the color of the 3 cube objects and to move this object forward at a constant speed.

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PlayerControllerStackColor.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerControllerStackColor : MonoBehaviour
{
    [SerializeField] Color myColor;
    [SerializeField] Renderer[] myRends;

    [SerializeField] bool isPlaying;
    [SerializeField] float forwardSpeed;
    Rigidbody myRB;

    // Start is called before the first frame update
    void Start()
    {
        SetColor(myColor);

        myRB = GetComponent<Rigidbody>();
    }

    // Update is called once per frame
    void Update()
    {
        if(isPlaying)
        {
            MoveForward();
        
    }

    void SetColor(Color colorIn)
    {
        myColor = colorIn;
        for(int i = 0; i <myRends.Length; i++)
        {
            myRends[i].material.SetColor("_Color", myColor);
        }
    }


    void MoveForward()
    {
        myRB.velocity = Vector3.forward * forwardSpeed;
    }

   
}
using Photon.Chat;
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class PhotonChatManager : MonoBehaviour, IChatClientListener
{
    #region Setup

    [SerializeField] GameObject joinChatButton;
    ChatClient chatClient;
    bool isConnected;
    [SerializeField] string username;

    public void UsernameOnValueChange(string valueIn)
    {
        username = valueIn;
    }

    public void ChatConnectOnClick()
    {
        isConnected = true;
        chatClient = new ChatClient(this);
        //chatClient.ChatRegion = "US";
        chatClient.Connect(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdChat, PhotonNetwork.AppVersion, new AuthenticationValues(username));
        Debug.Log("Connenting");
    }

    #endregion Setup

    #region General

    [SerializeField] GameObject chatPanel;
    string privateReceiver = "";
    string currentChat;
    [SerializeField] InputField chatField;
    [SerializeField] Text chatDisplay;

    // Start is called before the first frame update
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {
        if (isConnected)
        {
            chatClient.Service();
        }

        if (chatField.text != "" &amp;&amp; Input.GetKey(KeyCode.Return))
        {
            SubmitPublicChatOnClick();
            SubmitPrivateChatOnClick();
        }
    }

    #endregion General

    #region PublicChat

    public void SubmitPublicChatOnClick()
    {
        if (privateReceiver == "")
        {
            chatClient.PublishMessage("RegionChannel", currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    public void TypeChatOnValueChange(string valueIn)
    {
        currentChat = valueIn;
    }

    #endregion PublicChat

    #region PrivateChat

    public void ReceiverOnValueChange(string valueIn)
    {
        privateReceiver = valueIn;
    }

    public void SubmitPrivateChatOnClick()
    {
        if (privateReceiver != "")
        {
            chatClient.SendPrivateMessage(privateReceiver, currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    #endregion PrivateChat

    #region Callbacks

    public void DebugReturn(DebugLevel level, string message)
    {
        //throw new System.NotImplementedException();
    }

    public void OnChatStateChange(ChatState state)
    {
        if(state == ChatState.Uninitialized)
        {
            isConnected = false;
            joinChatButton.SetActive(true);
            chatPanel.SetActive(false);
        }
    }

    public void OnConnected()
    {
        Debug.Log("Connected");
        joinChatButton.SetActive(false);
        chatClient.Subscribe(new string[] { "RegionChannel" });
    }

    public void OnDisconnected()
    {
        isConnected = false;
        joinChatButton.SetActive(true);
        chatPanel.SetActive(false);
    }

    public void OnGetMessages(string channelName, string[] senders, object[] messages)
    {
        string msgs = "";
        for (int i = 0; i &lt; senders.Length; i++)
        {
            msgs = string.Format("{0}: {1}", senders[i], messages[i]);

            chatDisplay.text += "\n" + msgs;

            Debug.Log(msgs);
        }

    }

    public void OnPrivateMessage(string sender, object message, string channelName)
    {
        string msgs = "";

        msgs = string.Format("(Private) {0}: {1}", sender, message);

        chatDisplay.text += "\n " + msgs;

        Debug.Log(msgs);
        
    }

    public void OnStatusUpdate(string user, int status, bool gotMessage, object message)
    {
        throw new System.NotImplementedException();
    }

    public void OnSubscribed(string[] channels, bool[] results)
    {
        chatPanel.SetActive(true);
    }

    public void OnUnsubscribed(string[] channels)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserSubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserUnsubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    #endregion Callbacks
}

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What is a Kinematic Rigidbody in Unity

For this short Unity Lesson, I teach you what the is Kinematic option does on the Rigidbody component in Unity. The is kinematic setting makes it so that the rigidbody object will not move because of Physics.

Now you might be wondering, why would you want to attach a rigidbody component to an object only to disable to physics of the object? The answer is that sometimes you want an object to be stationary until a certain point and only after something happens do you want the object to interact with physics. At that point, all you have to do is disable the is kinematic option.

For example in my Zig Zag tutorial series I want the platforms to eventually fall but not until that ball touches the platform and then leaves the platform. This will then make it look like all the platforms are falling just behind the ball.