• 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 /
avatar image
0
Question by epicVoodoo · Feb 03, 2015 at 09:26 AM · scripting problemnetworkingrpcmethod

Attached script method doesn't work in multiplayer

Hi! I have a script which complete a spell actions. Once a player presses button, THIS player gets this sctipt attached to his gameobject. This script contains a method which is called in the end of the spell when all the damage is dealt.

 void Update()
 {
         if (phase1)
         {
             if (GetComponent<Player>().periodDamageFinished)
             {
                 s26_Event1();
             }
         }
 }
 
     public void s26_Event1()
     {
         caster.networkView.RPC("SendBool", RPCMode.All, "Cast", false);
         Destroy(this.GetComponent<s26>());
         Destroy(GameObject.Find("s26(Clone)"), 0.5f);
         Destroy(phase1, 0.5f);
     }

And the place where the spell activating bool var becomes "true"

     public void GivePeriodDamage(GameObject t, int dmg, int count, float interval, int splashRadius)
     {
         if(networkView.isMine)
         StartCoroutine(PeriodDamage(t, dmg, count, interval, splashRadius));
     }
 
     IEnumerator PeriodDamage(GameObject t, int dmg, int count, float interval, int splashRadius)
     {
         while (periodPhase <= count)
         {
             if (splashRadius == 0)
                 GiveDamage(t, dmg / count);
             else if (splashRadius > 0) GiveSplashDamage(t, dmg / count, splashRadius);
 
                 periodPhase++;
             yield return new WaitForSeconds(interval);
         }
         if (periodPhase > count)
         {
             networkView.RPC("AdjustPeriodDamageFinished", RPCMode.All, true); //periodDamageFinished = true
             periodPhase = 0;
         }
     }

Problem: Method s26_Event1 which script is attached only to caster is being called only at its network and another players still see spell's gameobject! I cant figure out how to call this method only from this caster's network in such way that everybody will see its work.

//Sorry for my English

Comment
Add comment
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

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

2 People are following this question.

avatar image avatar image

Related Questions

How do I use RPC ,sync player health bar in unity3d c# 1 Answer

Alternative to RPC for destroying objects across a network 0 Answers

Send a Pause RPC on OnApplicationPause 1 Answer

RPC or Synchronization ? 1 Answer

Multiplayer Moving Bullet 1 Answer


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