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Question by juraj123 · Apr 15, 2018 at 12:21 PM · c#unity 5networkingphoton

Switching weapons in PhotonNetwork

Can someone please help me? I have simple script which is disabled and when I spawn player, it will be enabled. But still, when I switch weapon, other players still see the old one. Can someone please help me?

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class TPKnifePistol : MonoBehaviour {
     public GameObject gun;
     public GameObject knife;
     public GameObject pistol;
     // Use this for initialization
     void Start () {
         gun.SetActive (true);
         knife.SetActive (false);
         pistol.SetActive (false);
     }
     
     // Update is called once per frame
     void Update () {
         if (Input.GetKey ("2")) {
             gun.SetActive (false);
             knife.SetActive (false);
             pistol.SetActive (true);
         }
         if (Input.GetKey ("3")) {
             gun.SetActive (false);
             knife.SetActive (true);
             pistol.SetActive (false);
         }
     }
     public void LoadByIndex()
     {
         gun.SetActive (true);
         knife.SetActive (false);
         pistol.SetActive (false);
     
     }
 }

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Answer by ChristianSimon · Apr 17, 2018 at 10:29 AM

Hi,

you have to synchronize the selected weapon. you can do this for example by using a RPC call. Firstly you will need a reference to the attached PhotonView component of the game object. Therefore add private PhotonView pView; to the class. Then in your Start (or Awake) function get the reference to the component by using pView = GetComponent<PhotonView>();. Having this reference is important for the Update function as well. Here you have to add the if (!pView.isMine) { return; } condition at the beginning. This helps avoiding handling the Input on objects that are not owned by the local client (otherwise a client will switch the weapon for each other client as well). Whenever a client has selected a new weapon, he can send the 'index' by using a RPC, for example pView.RPC("SwitchWeapon", PhotonTargets.All, 2);. This tells every client to call the function "SwitchWeapon" with index 2 on the certain game object. To handle this RPC call you will need a [PunRPC] marked function named "SwitchWeapon" which accepts one int (or byte) value as parameter, for example:

 [PunRPC]
 private void SwitchWeapon(int weaponIndex) { }

Based on the weapon index the client received you can enable or disable certain weapons.

If you want to read more about RPCs you can do this here.

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