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Channel: Answers for "Photon Network MultiPlayer names Help C#"
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Answer by InfernoZYB

A little late but this script works fine all you gotta do is make a text mesh and assign it. public TextMesh text; // Use this for initialization void Start () { text.text = photonView.owner.name; } //...

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Answer by tobiass

You only have to set PhotonNetwork.playerName to set "this client's" user's name. This is synchronized automatically in a room. Per networked object, you can get the PhotonView component and access the...

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Answer by Baenor

Honestly i don't think it's an error. If you don't serialize the name, or if you don't use an RPC it's normal that YOU as the Unity Editor don't see changes that happened in other game istances. I can...

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Answer by InfernoZYB

A little late but this script works fine all you gotta do is make a text mesh and assign it. public TextMesh text; // Use this for initialization void Start () { text.text = photonView.owner.name; } //...

View Article

Answer by tobiass

You only have to set PhotonNetwork.playerName to set "this client's" user's name. This is synchronized automatically in a room. Per networked object, you can get the PhotonView component and access the...

View Article


Answer by Baenor

Honestly i don't think it's an error. If you don't serialize the name, or if you don't use an RPC it's normal that YOU as the Unity Editor don't see changes that happened in other game istances. I can...

View Article
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