• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
This question was closed Apr 10, 2019 at 04:28 PM by RER1200 for the following reason:

The question is answered, right answer was accepted

avatar image
Question by RER1200 · Jul 11, 2018 at 03:09 PM · networkingnetworkserverclientcommand

"Trying to send command for object without authority" warning but the object is the localPlayer

I have a script saying that if the player presses a button while in a certain trigger it commands the server to open the door. My player is the local player because I get the debug message kick (see the script) so I really don't understand what the problem is.

Here is the script for the player :

     private void OnTriggerStay2D(Collider2D other)
     {
         if (other.tag == "Door")
         {
             Door door = other.GetComponent<Door>();
             if (door.closed)
             {
                 if (Input.GetButtonDown("Kick") && isLocalPlayer)
                 {
                     Debug.Log("kick");
                     door.CmdOpenDoor(transform.position.x);
                 }
 
                 if (input.rawPeek > 0)
                 {
                     peek(door.GetPeekPos(transform.position.x), transform.position.x > door.transform.position.x);
                 }
                 if (input.rawPeek < 1 && peeking)
                 {
                     stopPeek();
                 }
             }
             if (!door.closed && peeking) {
                 stopPeek();
             }
         }
     }
 
     private void OnTriggerExit2D(Collider2D other)
     {
         if (other.tag == "Door")
         {
             other.GetComponent<Door>().CmdClose();
             if (peeking)
             {
                 stopPeek();
             }
         }
     }
 }

Here is the script for the door :

     [Command]
     public void CmdOpenDoor(float x){
         if (x < doors[0].transform.position.x) {
             RpcOpen(RIGHT);
         }
         if (x > doors[0].transform.position.x) {
             RpcOpen(LEFT);
         }
     }
 
     [Command]
     public void CmdClose()
     {
         RpcClose();
     }
 
     [ClientRpc]
     private void RpcOpen (int i) {
         closed = false;
         doors[0].enabled = false;
         closedCollider.enabled = false;
         viewCollider.enabled = false;
         doors[i].enabled = true;
     }
 
     [ClientRpc]
     public void RpcClose () {
         if (closed == false)
         {
             closed = true;
             doors[0].enabled = true;
             closedCollider.enabled = true;
             viewCollider.enabled = true;
             doors[LEFT].enabled = false;
             doors[RIGHT].enabled = false;
         }
     }

Please help !!

Comment

People who like this

0 Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image RER1200 · Jul 11, 2018 at 03:11 PM 0
Share

By the way the game works fine on the server but not on the client

1 Reply

  • Sort: 
avatar image
Best Answer

Answer by hexagonius · Jul 11, 2018 at 03:44 PM

The problem is, you're sending the command from the door. Only because the call is initiated from the localplayer, does not make the method in the door script the local player.
All appearances of all the network attributes like Command have to be on scripts on authorized gameobjects.

Comment

People who like this

0 Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image RER1200 · Jul 11, 2018 at 05:24 PM 0
Share

Thank you so much I finally got this to work !!

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

153 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Trying to store a variable for all clients 0 Answers

Connect Client to Server from a Different project 0 Answers

Connect to remote private IP 1 Answer

Unity networking tutorial? 6 Answers

OnConnectedToServer not called when testing on same machine 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges