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Question by HuskyPanda213 · Aug 15, 2013 at 10:40 PM · fpsnetworkbugs

Unity3d Networking Bugs Not Sure.

Im not sure why but I have bugs in my game, like tons of error like this and others this being: Couldn't perform remote Network.Destroy because the network view 'AllocatedID: 183' could not be located. Also sometimes when the Player shoots someone the other guy it spawns way too many ragdolls and sometimes it does that and then kills both players. PS: Network views are attached to gun, player, and network manager, plus the Ragdoll. Also all network views are default and not tinkerd with, all-non-code variables are assigned as well.

Code Gun:

 using UnityEngine;
 using System.Collections;
 
 public class Gun : MonoBehaviour {
   
     public float shoottime;
     public float FireRate = 0.1f;
     
     public float Damage = 25;
     
     public Transform Spawnpoint;
     
     public GameObject ShootParticle;
     
     public AudioClip LoudShot;
     
     public string ShootAnimName;
     
     public Transform Animholder;
     
     public GameObject PrefabHitmarker;
     
     public GameObject bloodeffect;
     public GameObject othereffect;
     
     void Awake(){
         PrefabHitmarker = Resources.Load("Prefabs/Hitmarker") as GameObject;
     }
     
     void Start(){
         Animholder.animation[ShootAnimName].layer = 2;
         Animholder.animation[ShootAnimName].wrapMode = WrapMode.Once;
         
         PrefabHitmarker = Resources.Load("Prefabs/Hitmarker") as GameObject;
     }
     
     void Update(){
     if(Input.GetButton("Fire1")){
             //networkView.RPC("Shoot",RPCMode.All);
             Shoot();
     }
     }
 [RPC]
 public void Shoot()
 {
       if (shoottime <= Time.time)
          {
               shoottime = Time.time + FireRate;
               Animholder.animation.Play(ShootAnimName,PlayMode.StopSameLayer);
               audio.PlayOneShot(LoudShot);
               Network.Instantiate(ShootParticle,Spawnpoint.position,Spawnpoint.rotation,1);
               RaycastHit hit;
               if (Physics.Raycast(Spawnpoint.position,Spawnpoint.TransformDirection(Vector3.forward), out hit, 3000))
               {
                 Quaternion rot = new Quaternion();
                 rot = Quaternion.FromToRotation(Vector3.up,hit.normal);
                 
                 PlayerOnlineMain hitter = hit.transform.root.GetComponent<PlayerOnlineMain>();
                 if(hit.collider.tag == "Enemy"){
                 //Local//   hit.transform.SendMessageUpwards("ApplyDamage",Damage , SendMessageOptions.DontRequireReceiver);
                 Network.Instantiate(bloodeffect,hit.point,rot,2);
                 }
                 else if(hit.collider.tag == "Player"){
                 Instantiate(PrefabHitmarker,PrefabHitmarker.transform.position,PrefabHitmarker.transform.rotation);
                 Network.Instantiate(bloodeffect,hit.point,rot,2);
                 hitter.networkView.RPC("ApplyDamage",RPCMode.All,Damage);  
                 }
                 else{
                 Network.Instantiate(othereffect,hit.point,rot,2);
                 }
              }
         }
     }
 }





Player Code:

 using UnityEngine;
 using System.Collections;
 
 public class PlayerOnlineMain : MonoBehaviour {
 
 public float curHp = 100;
 
 public GameObject NetworkObj;
 
 public AudioClip AudioHit1;
 public AudioClip AudioHit2;
     
 public GameObject PlayerRagdoll;
 
 
 void Start () {
 //curHp = maxHp;
 NetworkObj = GameObject.FindGameObjectWithTag("MainNetwork");
 }
 
 void Update () {
 if(curHp < 1){
 KillPlayer();
 }
 }
 
 [RPC]
 void ApplyDamage(float Damage){
 curHp-=Damage;
 if(Damage < 99){
 audio.PlayOneShot(AudioHit1);
 }
 if(Damage >= 99){
 audio.PlayOneShot(AudioHit2);
 }
 }
 [RPC]
 void KillPlayer(){
 NetworkObj.networkView.RPC("Killed_Player",RPCMode.OthersBuffered);
 }
 
 }







Code Network:

 var playerPrefab : GameObject;
 var spawnObject : Transform;
 
 var gameName : String = "level1";
 private var refreshing : boolean = false;
 private var hostData : HostData[];
 
 private var isGUI : boolean = false;
 
 public var Player : GameObject;
 
 public var Playerrag : GameObject;
 
 function OnGUI () {
 if(Network.peerType == NetworkPeerType.Disconnected){
 if(!Network.isClient && !Network.isServer) {
 
  if (GUI.Button(Rect(10,10,200,40),"Start Server")) {
         startServer();
 }
 
  if (GUI.Button(Rect(10,60,200,40),"Refresh Hosts")) {
         Debug.Log("Refresh");
         refreshHostList();
 }
 }
 
     if(hostData) {
 
     for(var i:int = 0; i<hostData.length; i++) {
     
     if(GUI.Button(Rect(10,100 + (50 * i),200,40),hostData[i].gameName)) {
         Network.Connect(hostData[i]);
     
     
     }
     
     
 }
 
 }
 }
 
 if(isGUI){
 if (GUI.Button(Rect(10,10,200,40),"Respawn")) {
       RespawnPlayer();
 }
 }
 
 }
 
 
 function Update () {
 
     if(refreshing) {
         if(MasterServer.PollHostList().Length > 0) {        
         refreshing = false;
         Debug.Log(MasterServer.PollHostList().Length);
         hostData = MasterServer.PollHostList();
         
         
         }
     
     
     }
 
 
 
 }
 
 
 function startServer () {
 
     Network.InitializeServer(32,25001, !Network.HavePublicAddress);
     MasterServer.RegisterHost("ZombieGame_Unity3d_12368","Regular Zombies" + Random.Range(0,10000),"This is A level");
     
 }
     
     
     
 function OnServerInitialized () {
 
     Debug.Log("server initialized");
     spawnPlayer();
     
     
 }
 
 function OnConnectedToServer () {
 
     spawnPlayer();
 
 
 }
 
 function spawnPlayer () {
     
     Player = Network.Instantiate(playerPrefab, spawnObject.position, Quaternion.identity, 0);
 
 }
 
 function RespawnPlayer () {
     isGUI = false;
     Player = Network.Instantiate(playerPrefab, spawnObject.position, Quaternion.identity, 0);
 }
 
 function OnMasterServerEvent(mse:MasterServerEvent) {
 
     if(mse == MasterServerEvent.RegistrationSucceeded) {
     Debug.Log("Registered Server");
     
     }
     
 }
 
 function OnPlayerDisconnected(player:NetworkPlayer) {
         Debug.Log("Clean up after player " + player);
         Network.RemoveRPCs(player);
         Network.DestroyPlayerObjects(player);
 }
     
     
 function refreshHostList () {
 
     MasterServer.RequestHostList("ZombieGame_Unity3d_12368");
     refreshing = true;
     
 }
 
 
 @RPC
 function Killed_Player(){
     isGUI = true;
     Network.Destroy(Player);
     Network.Instantiate(Playerrag,Player.transform.position,Player.transform.rotation,1);
 }
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