Networkview does not contain a definition for ismine
Each client can set its players custom properties with SetCustomProperties, even before being in a room. Each player has an actorId (or ID), valid for that room. You might try drilling through that project and find where you might be missing something. I dedicate this study to Christiaan Winter, who did not only act as an oracle on church music matters during this study, but who has, more particularly. Summarizes a 'player' within a room, identified (in that room) by actorID. The third-person multiplayer example in Unity's networking example project is about as bare bones of an an example as you can get, and the network.instantiating and player control using NetworkView.isMine all work as expected.
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NetworkView.isMine only returns true if the object was instantiated locally, so that would seem to suggest more than one player is being locally instantiated and therefore input control moving to that one, but otherwise there does not seem to be enough to go on in what you have provided to take a guess.
![networkview does not contain a definition for ismine networkview does not contain a definition for ismine](http://www.contactgold.com/_resources/news/Soil-Contours-2019.jpg)
Jeffs views are his own and not the official position of City Lights.
#Networkview does not contain a definition for ismine code#
Your reply with code to appels about where/when you are doing the instantiating seems ok (although I do it in a OnNetworkLevelLoaded function as in the Unity networking example project.) This article is presented as a refutation of the teachings which have contributed. You are describing a problem in your script for player control - where you need to have the client control his locally network.instantiated player and any players that connect and create a remotely network.instantiated player is controlled remotely.