void sendPos() { bufin = SerializeNetchan(1, 2); Netchan net = deserializeNetchan(bufin); print("Sending...\nProtocol: " + net.Protocol + "\nSequence: " + net.Sequence + "\nAck: " + net.Ack); client.Send(bufin, bufin.Length); bufout = client.Receive(ref ep); net = deserializeNetchan(bufout); Player p = net.Players(0).Value; print("Receiving...\nProtocol: " + net.Protocol + "\nSequence: " + net.Sequence + "\nAck: " + net.Ack + "\n x: " + p.Rot.Value.X + "\n y: " + p.Rot.Value.Y + "\n z: " + p.Rot.Value.Z); print(net.ByteBuffer.Data); var i = 0; foreach (Transform t in networkedPlayers) { i++; t.position = new Vector3(p.Pos.Value.X, p.Pos.Value.Y, (float)p.Pos.Value.Z + 2 * i); t.eulerAngles = new Vector3(p.Rot.Value.X, p.Rot.Value.Y, p.Rot.Value.Z); //t.rotation = new Quaternion(p.Rot.Value.X, p.Rot.Value.Y, p.Rot.Value.Z, 0); } }