void start_game_RPC(int player_turn) { Debug.Log("player turn:"); Debug.Log(player_turn); this.player_turn = player_turn; Debug.Log(player_turn); tank = player [player_turn]; m_timer.start_timer(player [player_turn].GetComponent <tank_proproties>().tank_name, player.Length); /** * each player settes is own tank to be good tank. */ player [PhotonNetwork.player.ID - 1].GetComponent <tank_proproties> ().is_good_tank = true; player[PhotonNetwork.player.ID - 1].GetComponent <tank_proproties>().tank_photon_id = PhotonNetwork.player.ID; player [PhotonNetwork.player.ID - 1].GetComponent <PhotonView>().photonView.TransferOwnership(PhotonNetwork.player.ID); player [PhotonNetwork.player.ID - 1].GetComponent <Rigidbody2D> ().isKinematic = false; player [PhotonNetwork.player.ID - 1].GetComponent <move_with_keys> ().enabled = true; player[PhotonNetwork.player.ID - 1].GetComponent <tank_proproties>().tank_canon.GetComponent <PhotonView>().TransferOwnership(PhotonNetwork.player.ID); gui_debug.debug("I am player : " + (PhotonNetwork.player.ID - 1)); /* * player[PhotonNetwork.player.ID - 1].GetComponent<tank_proproties>().wheels.transform.position = Vector3.zero; * player[PhotonNetwork.player.ID - 1].GetComponent<tank_proproties>().wheels.SetActive(true); */ m_touch_screen.start_game(player [PhotonNetwork.player.ID - 1]); }