You must place effect specific variables into the specific player  
class and access them and manipulate them from there. For a material I  
found that all instances use a shared material proxy object. Therefore  
if you keep the effect variables in the proxy they are in essence  
shared.

Christopher Harris
Software Engineer
Research Network Incorporated
770-235-8190

On May 5, 2010, at 5:41 PM, Ryan Sheffer <darksk...@gmail.com> wrote:

> You mean every material of the same name is getting effected? That
> seems very strange. Are you overriding the material in the entities
> draw function? I remember replacing materials for the player for a
> cloak effect with no problems.
>
> ~Ryan
>
> On May 5, 2010, at 2:01 PM, Tom Edwards <t_edwa...@btinternet.com>
> wrote:
>
>> I'm using a material proxy for my player spawn effect, which works
>> fine
>> except that it applies to all instances of the material in question  
>> at
>> once. How should I go about applying the effect to different
>> entities at
>> different times?
>>
>> I expect that creating new instances of the material each time  
>> someone
>> connects has something to do with it, but so far I've not even been
>> able
>> to access that area of the model...
>>
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