How to use multiple player prefabs for Unity's new UNET?

Justin Hirsch picture Justin Hirsch · Aug 27, 2015 · Viewed 12.2k times · Source

Has anyone got multiple player prefabs working (eg different character classes with different prefabs) on the new Unity UNET Networking?

Answer

Justin Hirsch picture Justin Hirsch · Aug 29, 2015

Finally got it working! Massive thank you to @ClausKleber for their answer at http://forum.unity3d.com/threads/how-to-set-individual-playerprefab-form-client-in-the-networkmanger.348337/#post-2256378

Edited working version below, Works with the Network Manager HUD to create and join.

using UnityEngine;
using System.Collections;
using UnityEngine.Networking;
using UnityEngine.UI;

public class NetManagerCustom : NetworkManager
{
    // in the Network Manager component, you must put your player prefabs 
    // in the Spawn Info -> Registered Spawnable Prefabs section 
    public short playerPrefabIndex;


    public override void OnStartServer()
    {
        NetworkServer.RegisterHandler(MsgTypes.PlayerPrefab, OnResponsePrefab);
        base.OnStartServer();
    }

    public override void OnClientConnect(NetworkConnection conn)
    {
        client.RegisterHandler(MsgTypes.PlayerPrefab, OnRequestPrefab);
        base.OnClientConnect(conn);
    }

    private void OnRequestPrefab(NetworkMessage netMsg)
    {
        MsgTypes.PlayerPrefabMsg msg = new MsgTypes.PlayerPrefabMsg();
        msg.controllerID = netMsg.ReadMessage<MsgTypes.PlayerPrefabMsg>().controllerID;
        msg.prefabIndex = playerPrefabIndex;
        client.Send(MsgTypes.PlayerPrefab, msg);
    }

    private void OnResponsePrefab(NetworkMessage netMsg)
    {
        MsgTypes.PlayerPrefabMsg msg = netMsg.ReadMessage<MsgTypes.PlayerPrefabMsg>();  
        playerPrefab = spawnPrefabs[msg.prefabIndex];
        base.OnServerAddPlayer(netMsg.conn, msg.controllerID);
        Debug.Log(playerPrefab.name + " spawned!");
    }

    public override void OnServerAddPlayer(NetworkConnection conn, short playerControllerId)
    {
        MsgTypes.PlayerPrefabMsg msg = new MsgTypes.PlayerPrefabMsg();
        msg.controllerID = playerControllerId;
        NetworkServer.SendToClient(conn.connectionId, MsgTypes.PlayerPrefab, msg);
    }

    // I have put a toggle UI on gameObjects called PC1 and PC2 to select two different character types.
    // on toggle, this function is called, which updates the playerPrefabIndex
    // The index will be the number from the registered spawnable prefabs that 
    // you want for your player
    public void UpdatePC ()
    {
        if (GameObject.Find("PC1").GetComponent<Toggle>().isOn)
        {
            playerPrefabIndex = 3;
        }
        else if (GameObject.Find("PC2").GetComponent<Toggle>().isOn)
        {
            playerPrefabIndex= 4;
        }
    }
}