[Solved] Unity FPS – Joining players always take over the camera

MBrain Asks: Unity FPS – Joining players always take over the camera
I created a “network manager” and a “network manager hud” for the whole scene. My character is a simple capsule and has a camera, a weapon spawner and 3 weapons as children. I gave him a “network identity” and a “network transform”, rewrote the “capsule controler” (attached to the capsule) and also the “mouse controller” (attached to the camera) and saved it as a prefab. I configured the network manager to take the prefab as spawn object and use the default settings of the network manager: localhost:7777.

Now my problem.

I have build an instance of the game, run the inline game as host (localhost:7777) and everything works. Then i run the external build (tried localhost and even local ip)

As soon as i join the game using the 2. instance, the second player take over the camera of the first player! And in the first instance it seems like both cameras are rendered in paralell.

If i dont attach cameras to the player, i can control them as expected :#

Now, finally my question: What am i doing wrong or do i miss?

Thank you

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