Legacy Documentation: Version 2017.1 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

NetworkBehaviour.isLocalPlayer

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public var isLocalPlayer: bool;
public bool isLocalPlayer;

Description

This returns true if this object is the one that represents the player on the local machine.

In multiplayer games, there are multiple instances of the Player object. The client needs to know which one is for "themselves" so that only that player processes input and potentially has a camera attached. The IsLocalPlayer function will return true only for the player instance that belongs to the player on the local machine, so it can be used to filter out input for non-local players.

This example shows processing input for only the local player.

#pragma strict
public class Player extends NetworkBehaviour {
    var moveX: int = 0;
    var moveY: int = 0;
    function Update() {
        if (!isLocalPlayer) {
            return ;
        }
        // input handling for local player only
        var oldMoveX: int = moveX;
        var oldMoveY: int = moveY;
        moveX = 0;
        moveY = 0;
        if (Input.GetKey(KeyCode.LeftArrow)) {
            moveX -= 1;
        }
        if (Input.GetKey(KeyCode.RightArrow)) {
            moveX += 1;
        }
        if (Input.GetKey(KeyCode.UpArrow)) {
            moveY += 1;
        }
        if (Input.GetKey(KeyCode.DownArrow)) {
            moveY -= 1;
        }
        if (moveX != oldMoveX || moveY != oldMoveY) {
            CmdMove(moveX, moveY);
        }
    }
    @Command
    function CmdMove(dx: int, dy: int) {
        // move here
    }
}
using UnityEngine;
using UnityEngine.Networking;

public class Player : NetworkBehaviour { int moveX = 0; int moveY = 0;

void Update() { if (!isLocalPlayer) { return; }

// input handling for local player only int oldMoveX = moveX; int oldMoveY = moveY;

moveX = 0; moveY = 0;

if (Input.GetKey(KeyCode.LeftArrow)) { moveX -= 1; } if (Input.GetKey(KeyCode.RightArrow)) { moveX += 1; } if (Input.GetKey(KeyCode.UpArrow)) { moveY += 1; } if (Input.GetKey(KeyCode.DownArrow)) { moveY -= 1; } if (moveX != oldMoveX || moveY != oldMoveY) { CmdMove(moveX, moveY); } }

[Command] void CmdMove(int dx, int dy) { // move here } }

Did you find this page useful? Please give it a rating: