![]() ![]() For example, you can easily invoke the RPC function on all connected machines, on the server alone, on all clients but the one sending the RPC call or on a specific client. There are several possible RPC call modes to cover all common use cases. Unlike a normal function call, an RPC needs an additional parameter to denote the recipients of the RPC request. ![]() You should keep parameters to a minimum in order to get the best performance. ![]() Invoking an RPC is similar to calling a normal function and almost as easy but there are some important differences to understand.Īn RPC call can have as many parameters as you like but the network bandwidth involved will increase with the number and size of parameters. Remote Procedure Calls (RPCs) let you call functions on a remote machine. This information is for legacy projects using the old networking system.) Sorry I'm new to unity, and trying to figure it all out.(For new projects, you should use the new networking system introduced in 5.1. Since this is done on all clients, and on the server almost at the same time, how will they all know to assign the same ID to the same objects, so that they can RPC each other?Īlso I read somewhere that the "owner ID" is always zero? After the object is created, the script on player object dynamically attaches a NetworkView. My problem is that at first, the player object has no NetworkView on it. If so, how do NetworkView objects that are instantiated on clients and server know which ID to assign themselves so they all match up when this is being done on different computers over the network? Is this done automatically by unity, or do I have to send the ID myself to all NetworkView objects? But I cant talk to the objects to tell them which ID to use, since I dont know the NetworkID in the first place, since that is apparently needed to talk to the NetworkView objects! Its like trying to ask someone their name, but you need their name in order to ask them. ![]() does object "A" on all clients and server have the same NetworkViewID, and object "B" on all clients and servers have the same ID (but different ID from "A")? My code didn't print this error, so I guess it must be code deep inside unity that printed it when it received the RPC message from a client, and tried to match it up with a corresponding NetworkViewID on the server, when it could not, it printed the error? The problem I have is when the player client wants to move, the client tries to do RPC call to the server using the dynamically attached NetworkView, to send the desired movements, but the RPC call fails, giving an error on the SERVER (not the client), that the server cant find the NetworkViewID. So all player clients are doing this as each new player connects to the game server, so everybody can see everybody else. In the player script Awake() function, I create a NetworkView object, and attach it to the player object dynamically for synchronization. When a client connects to the server, the server uses RPC calls to create the player objects on all of the clients. I'm trying to make an authoritative server game, where the client players send their desired movements to the server, then the server sends back to all clients, the actual movement position information. I'm new to unity, I thought it was going to be a piece of cake, but now I'm thinking I bit off more than I can chew. ![]()
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