make a script to see players through walls online random players like a green box or something
To achieve this, we'll need to use a library that allows us to create a 3D game environment and handle network communication. I'll use Unity as the game engine and C# as the programming language. First, you'll need to install the following packages: * Unity Hub * Unity Editor * Unity Networking (UNET) or Mirror (a more modern alternative) Here's a basic example of how you can create a script to see players through walls online: **PlayerController.cs** ```csharp using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Networking; public class PlayerController : NetworkBehaviour { public GameObject playerObject; public float speed = 5.0f; public float rotationSpeed = 5.0f; private Vector3 movement; private Vector3 rotation; void Update() { if (isLocalPlayer) { // Get input from the player movement = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); rotation = new Vector3(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y"), 0); // Move the player playerObject.transform.position += movement * speed * Time.deltaTime; // Rotate the player playerObject.transform.Rotate(rotation * rotationSpeed * Time.deltaTime); } } void OnDrawGizmos() { // Draw a green box to represent the player Gizmos.color = Color.green; Gizmos.DrawWireCube(playerObject.transform.position, new Vector3(1, 1, 1)); } } ``` **NetworkPlayerController.cs** ```csharp using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Networking; public class NetworkPlayerController : NetworkBehaviour { public GameObject playerObject; public float speed = 5.0f; public float rotationSpeed = 5.0f; private Vector3 movement; private Vector3 rotation; void Update() { if (isLocalPlayer) { // Get input from the player movement = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); rotation = new Vector3(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y"), 0); // Move the player playerObject.transform.position += movement * speed * Time.deltaTime; // Rotate the player playerObject.transform.Rotate(rotation * rotationSpeed * Time.deltaTime); } } [ClientRpc] public void RpcDrawPlayer(Vector3 position) { // Draw a green box to represent the player Gizmos.color = Color.green; Gizmos.DrawWireCube(position, new Vector3(1, 1, 1)); } } ``` **NetworkManager.cs** ```csharp using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Networking; public class NetworkManager : NetworkBehaviour { public List<NetworkPlayerController> players = new List<NetworkPlayerController>(); void Start() { // Initialize the network manager NetworkManager.singleton = this; } void Update() { // Update the players foreach (NetworkPlayerController player in players) { // Send the player's position to the server player.RpcDrawPlayer(player.playerObject.transform.position); } } } ``` **ClientRpc.cs** ```csharp using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Networking; public class ClientRpc : NetworkBehaviour { [ClientRpc] public void RpcDrawPlayer(Vector3 position) { // Draw a green box to represent the player Gizmos.color = Color.green; Gizmos.DrawWireCube(position, new Vector3(1, 1, 1)); } } ``` **ServerRpc.cs** ```csharp using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Networking; public class ServerRpc : NetworkBehaviour { [ServerRpc] public void RpcDrawPlayer(Vector3 position) { // Draw a green box to represent the player Gizmos.color = Color.green; Gizmos.DrawWireCube(position, new Vector3(1, 1, 1)); } } ``` **NetworkPlayerController.cs (updated)** ```csharp using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Networking; public class NetworkPlayerController : NetworkBehaviour { public GameObject playerObject; public float speed = 5.0f; public float rotationSpeed = 5.0f; private Vector3 movement; private Vector3 rotation; void Update() { if (isLocalPlayer) { // Get input from the player movement = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); rotation = new Vector3(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y"), 0); // Move the player playerObject.transform.position += movement * speed * Time.deltaTime; // Rotate the player playerObject.transform.Rotate(rotation * rotationSpeed * Time.deltaTime); } } [ClientRpc] public void RpcDrawPlayer(Vector3 position) { // Draw a green box to represent the player Gizmos.color = Color.green; Gizmos.DrawWireCube(position, new Vector3(1, 1, 1)); } void OnDrawGizmos() { // Draw a green box to represent the player Gizmos.color = Color.green; Gizmos.DrawWireCube(playerObject.transform.position, new Vector3(1, 1, 1)); } } ``` **NetworkManager.cs (updated)** ```csharp using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Networking; public class NetworkManager : NetworkBehaviour { public List<NetworkPlayerController> players = new List<NetworkPlayerController>(); void Start() { // Initialize the network manager NetworkManager.singleton = this; } void Update() { // Update the players foreach (NetworkPlayerController player in players) { // Send the player's position to the server player.RpcDrawPlayer(player.playerObject.transform.position); } } } ``` This script will draw a green box to represent each player on the client-side. The box will be drawn at the player's position, and it will be visible through walls. Note that this script assumes that you have already set up a network manager and a player controller in your Unity project. You will need to modify the script to fit your specific use case. Also, keep in mind that this script is a basic example and may not work as-is in your project. You may need to modify it to fit your specific requirements. To see players through walls, you can use a technique called "raycasting". This involves casting a ray from the player's position in the direction they are looking, and checking if the ray hits any objects in the scene. If it does, you can draw a line or a box to represent the player. Here is an example of how you can use raycasting to see players through walls: ```csharp using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Networking; public class NetworkPlayerController : NetworkBehaviour { public GameObject playerObject; public float speed = 5.0f; public float rotationSpeed = 5.0f; private Vector3 movement; private Vector3 rotation; void Update() { if (isLocalPlayer) { // Get input from the player movement = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); rotation = new Vector3(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y"), 0); // Move the player playerObject.transform.position += movement * speed * Time.deltaTime; // Rotate the player playerObject.transform.Rotate(rotation * rotationSpeed * Time.deltaTime); } } [ClientRpc] public void RpcDrawPlayer(Vector3 position) { // Draw a green box to represent the player Gizmos.color = Color.green; Gizmos.DrawWireCube(position, new Vector3(1, 1, 1)); } void OnDrawGizmos() { // Draw a green box to represent the player Gizmos.color = Color.green; Gizmos.DrawWireCube(playerObject.transform.position, new Vector3(1, 1, 1)); } void Update() { // Cast a ray from the player's position in the direction they are looking Vector3 rayDirection = playerObject.transform.forward; RaycastHit hit; if (Physics.Raycast(playerObject.transform.position, rayDirection, out hit)) { // If the ray hits an object, draw a line to represent the player Gizmos.color = Color.green; Gizmos.DrawLine(playerObject.transform.position, hit.point); } } } ``` This script will draw a green line to represent each player on the client-side. The line will be drawn from the player's position to the point where the ray hits an object in the scene. Note that this script assumes that you have already set up a network manager and a player controller in your Unity project. You will need to modify the script to fit your specific use case. Also, keep in mind that this script is a basic example and may not work as-is in your project. You may need to modify it to fit your specific requirements.