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Question by buttersauce · Nov 14, 2019 at 09:36 AM · uinetworkingmultiplayercanvasmultiplayer-networking

Second Clients canvas won't register clicks?

Obligatory "i'm very new". I couldn't figure out how to hook up a canvas that the player interacts with (chooses w$$anonymous$$ch team they'll be playing on in the game) that I had would work out if it was in the scene that the player prefab would be spawned into. So I put the canvas into the prefab with the player and set it as inactive once they select w$$anonymous$$ch team.

It works flawlessly for the host but when the second client joins their canvas is there, but won't take any input. I know it's t$$anonymous$$s because the debug.log i put in right after input is not being run. here are the code segments that are necessary.

The following is run on a script attached to the canvas (of w$$anonymous$$ch the empty player object is the parent of)

         Button CT = chooseCT.GetComponent<Button>();
         CT.onClick.AddListener(parent.GetComponent<Sync>().CmdpickedCT);

and t$$anonymous$$s is the code that runs on a script on the parent object

     [Command]
     public void CmdpickedCT()
     {
         GetComponent<Movement>().playerTeam = 2;
         teamSelector.SetActive(false);
     }

I apologize if I'm missing somet$$anonymous$$ng big here. Thanks for any help.

for more information i have more stuff in the movement script run once the playerTeam is set to somet$$anonymous$$ng other than 0, t$$anonymous$$s also works on the host. Any other information you can give about how to pass info from the objects in the game scene to the instantiated objects would be great too. Thanks again.

Additional information, it seems like if i have both the second client and first client on the canvas at the same time, I cannot choose my team with either. It says "Trying to send command for object without authority".

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