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If the receiver will collide with object then I send velocity too because if an object(A) is just translating and touch another object(B) while (A) has velocity = 0 then it will just move (B) a little ins$$anonymous$$d of pushing it.
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Well, if I need to sync transformation and send RPC at the same time I set the networkView to RPC mode and send all the info I want in one RPC function, I can't send transform directly due to RPC argument type limitation but I send the position and rotation and make the receiver object translate to this position and rotate. i tried to call the rpc function on the target player insted from whithin my player like this: ("RPCFunctionName", targetNetworkPlayer, arg1, arg2) īut with no result, i tried also to activate the gameObject that the networkView is attached to before starting the game becuz the player starts with the cild that this networkView is attached to deactivated, the same errorĪny help will be appreciated and if i misunderstood the functionality of allocating view ids any coorection will be appreciated To clear things out each player has his own 4 networkViews i mentioned earlier so in my opinion i can't just send rpc function from my networkView to another player's networkView even if they share the same script am i right ? (each player prefab has these networkViews), so i tried to forward the rpc function to the server and then the server forward it to the target client and actually it worked some times but now not. Strange behaviour may occurĬouldn't invoke RPC function 'FunctionName' because the networkView 'SceneID: 0 Level Prefix: 0' doesn't exist View ID AllocatedID: 0 Level prefix: 0 not found during lookup. seems no problem until now but the annoying message that keeps popup is when i send an rpc call to another client
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Network.Instantiate(playerPrefab, new Vector3(startPosX, startPosY, startPosZ), Quaternion.identity, 0) Įach player prefab has multiple network views for different tasks (two for transform and animation sync and another two for rpc calls), i implemented a private chat app that each client can chat directly to another client connected to the server. spawn the player on connected to server when OnConnectedToServer(), a player character is network instantiated with a set of preallocated networkViews void OnConnectedToServer() Hi every one I assume that my question is very simple but actually i spent hours or even days to solve my problem withuot any result, now i have a simple non-authoritative server game in which whenever a player connects to the server i.e.
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