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Question by EldarWien · Jan 03, 2014 at 05:43 AM · multiplayerfpsgamemenu

MultiplayerManager and MenuManager error.Help me.Thanks

Hi.I need help with scripting. I have problems with MultiplayerManager and MenuManager.I did sam thing like in tutorial but when I click on START SERVER nothing to happen.How to solve that ? Sorry for bad english.

Thanks

Here's code: MULTIPLAYERMANAGER:

 using UnityEngine;
 using System.Collections;
 using System.Collections.Generic;
 
 public class MultiplayerManager : MonoBehaviour
 {
     public static MultiplayerManager Instance;
 
     public string PlayerName;
 
     public string MatchName = "";
     public string MatchPassword = "";
     public int MatchMaxUsers = 32;
 
     public List<MPPlayer> PlayerList = new List<MPPlayer>();
 
     void Start()
     {
         Instance = this;
         PlayerName = PlayerPrefs.GetString("PlayerName");
     }
     public void StartServer(string servername, string serverpassword, int maxuser)
     {
         MatchName = servername;
         MatchPassword = serverpassword;
         MatchMaxUsers = maxuser;
         Network.InitializeServer(MatchMaxUsers, 2550, false);
         MasterServer.RegisterHost("DeathMatch", MatchName, "");
         //Network.InitializeSecurity();
 
     }
 
     void OnServerIntialized()
     {
         Server_PlayerJoinRequest(PlayerName, Network.player);
     }
 
     void OnConnectedToServer()
     {
         networkView.RPC("Server_PlayerJoinRequest", RPCMode.Server, PlayerName, Network.player);
     }
 
     void OnPlayerDisconnected(NetworkPlayer id)
     {
         networkView.RPC("Client_RemovePlayer", RPCMode.All, id);
     }
 
     void OnPlayerConnected(NetworkPlayer player)
     {
         foreach (MPPlayer pl in PlayerList)
         {
             networkView.RPC("Client_AddPlayerToList", RPCMode.All, pl.PlayerName, pl.PlayerNetwork);
         }
     }
 
     [RPC]
     void Server_PlayerJoinRequest(string playername, NetworkPlayer view)
     {
         networkView.RPC("Client_AddPlayerToList", RPCMode.All, playername, view);
     }
 
     [RPC]
     void Client_AddPlayerToList(string playername, NetworkPlayer view)
     {
         MPPlayer tempplayer = new MPPlayer();
         tempplayer.PlayerName = playername;
         tempplayer.PlayerNetwork = view;
         PlayerList.Add(tempplayer);
 
     }
     [RPC]
     void Client_RemovePlayer(NetworkPlayer view)
     {
         MPPlayer temppl = null;
         foreach (MPPlayer pl in PlayerList)
         {
             if (pl.PlayerNetwork == view)
             {
                 temppl = pl;
             }
         }
         if (temppl != null)
             PlayerList.Remove(temppl);
     }
 }
 
 public class MPPlayer
 {
     public string PlayerName = "";
     public NetworkPlayer PlayerNetwork;
 }

MENUMANAGER:

 using UnityEngine;
 using System.Collections;
 
 public class MenuManager : MonoBehaviour
 {
     public string CurrentMenu;
 
     public string MatchName = "";
     public string MatchPassword = "";
     public int MatchMaxPlayers = 32;
 
     private Vector2 ScrollLobby = Vector2.zero;
 
 
     void Start()
     {
         CurrentMenu = "Main";
         MatchName = "HeyHeyWelcome" + Random.Range(0, 5000);
     }
 
 
     void OnGUI()
     {
         if (CurrentMenu == "Main")
             Menu_Main();
         if (CurrentMenu == "Lobby")
             Menu_Lobby();
         if (CurrentMenu == "Host")
             Menu_HostGame();
     }
 
     public void NavigateTo(string nextmenu)
     {
         CurrentMenu = nextmenu;
     }
 
     private void Menu_Main()
     {
         if (GUI.Button(new Rect(10, 10, 200, 50), "Host a game"))
         {
             NavigateTo("Host");
         }
         if (GUI.Button(new Rect(10, 70, 200, 50), "Refresh"))
         {
             MasterServer.RequestHostList("DeathMatch");
         }
 
         GUI.Label(new Rect(220, 10, 130, 30), "Player Name");
         MultiplayerManager.Instance.PlayerName = GUI.TextField(new Rect(350, 10, 150, 30), MultiplayerManager.Instance.PlayerName);
         if (GUI.Button(new Rect(510, 10, 100, 30), "Save Name"))
         {
             PlayerPrefs.SetString("PlayerName", MultiplayerManager.Instance.PlayerName);
         }
 
         GUILayout.BeginArea(new Rect(Screen.width - 400, 0, 400, Screen.height), "Server List", "Box");
 
         foreach (HostData match in MasterServer.PollHostList())
         {
             GUILayout.BeginHorizontal("Box");
 
             GUILayout.Label(match.gameName);
             if (GUILayout.Button("Connect"))
             {
                 Network.Connect(match);
             }
 
             GUILayout.EndHorizontal();
         }
 
         GUILayout.EndArea();
 
     }
 
     private void Menu_HostGame()
     {
         //Buttons Host Game
         if (GUI.Button(new Rect(10, 10, 200, 50), "Back"))
         {
             NavigateTo("Main");
         }
 
         if (GUI.Button(new Rect(10, 60, 200, 50), "Start Server"))
         {
             MultiplayerManager.Instance.StartServer(MatchName, MatchPassword, MatchMaxPlayers);
 
         }
 
         GUI.Label(new Rect(220, 10, 130, 30), "Match Name");
         MatchName = GUI.TextField(new Rect(400, 10, 200, 30), MatchName);
 
         GUI.Label(new Rect(220, 50, 130, 30), "Match Password");
         MatchPassword = GUI.PasswordField(new Rect(400, 50, 200, 30), MatchPassword, '*');
 
         GUI.Label(new Rect(220, 90, 130, 30), "Match Max Players");
         GUI.Label(new Rect(400, 90, 200, 30), MatchMaxPlayers.ToString());
         MatchMaxPlayers = Mathf.Clamp(MatchMaxPlayers, 8, 32);
 
         if (GUI.Button(new Rect(425, 90, 28, 30), "+"))
             MatchMaxPlayers += 2;
         if (GUI.Button(new Rect(450, 90, 25, 30), "-"))
             MatchMaxPlayers -= 2;
     }
 
     private void Menu_Lobby()
     {
         ScrollLobby = GUILayout.BeginScrollView(ScrollLobby, GUILayout.MaxWidth(200));
 
         foreach (MPPlayer pl in MultiplayerManager.Instance.PlayerList)
         {
             GUILayout.Box(pl.PlayerName);
         }
 
         GUILayout.EndScrollView();
     }
 
     void OnServerIntialized()
     {
         NavigateTo("Lobby");
     }
 
     void OnConnectedToServer()
     {
         NavigateTo("Lobby");
     }
 
 }
 
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