4/15/2023 0 Comments Unity networkview rpc vs rpc![]() The current master ID so that we can compare when we receive OnMasterClientSwitched() callback It's public so that we can check it during ownerId assignments in networkPeer script TODO: Maybe we can have the networkPeer always aware of the previous MasterClient? More. OwnershipTransfer = OwnershipOption.Fixedĭefines if ownership of this PhotonView is fixed, can be requested or simply taken. OnSerializeRigidBodyOption = OnSerializeRigidBody.All OnSerializeTransformOption = OnSerializeTransform.PositionAndRotation Used for checking when joining late if event with mismatched owner and sender needs addressing. RpcSecure (string methodName, PhotonPlayer targetPlayer, bool encrypt, params object parameters)įlag to check if ownership of this photonView was set during the lifecycle. RPC (string methodName, PhotonPlayer targetPlayer, params object parameters) RpcSecure (string methodName, PhotonTargets target, bool encrypt, params object parameters) RPC (string methodName, PhotonTargets target, params object parameters)Ĭall a RPC method of this GameObject on remote clients of this room (or on all, inclunding this client). SerializeView ( PhotonStream stream, PhotonMessageInfo info)ĭeserializeView ( PhotonStream stream, PhotonMessageInfo info)Ĭan be used to refesh the list of MonoBehaviours on this GameObject while PhotonNetwork.UseRpcMonoBehaviourCache is true. OnMasterClientSwitched ( PhotonPlayer newMasterClient)Ĭheck ownerId assignment for sceneObjects to keep being owned by the MasterClient. Transfers the ownership of this PhotonView (and GameObject) to another player. TransferOwnership ( PhotonPlayer newOwner) Use it like a NetworkView.ĭepending on the PhotonView's ownershipTransfer setting, any client can request to become owner of the PhotonView. HealthBarLength = (float)value / (float)value2 / 5.1f Īlso, a small tip for those who get errors when setting the exSprite Camera to None You need to update your ex2D plugin.PUN's NetworkView replacement class for networking. Public void Update_Health(int value, int value2) NetworkView.RPC("Update_Health", RPCMode.AllBuffered, hp, maxHP) In hopes that this can help anyone looking for how to do health bars over a network, here is the final code I'm using: using UnityEngine By clicking on the texture and setting the ex2D exSprite's Camera to None, I can now see both bars being updated / scaled properly. Because it was set to my camera on player instantiate, it was only seeing my bar through my camera, thus not updating the other bar via client / server side. On each exSprite there is a camera view, set to the user's main camera. ![]() The problem was actually with the ex2D plugin I was using for the health bar. The code itself was working great (and you're right pek, that bar parameter was just tedious). I've also tried this, with no luck either: void OnSerializeNetworkView(BitStream stream, NetworkMessageInfo info) HealthBar.scale = new Vector2(bar.x, bar.y) Public void Update_Health(int value, int value2, Vector3 bar) NetworkView.RPC("Update_Health",RPCMode.All, hp, maxHP, bar) ![]() Public void Update_HP(int hp, int maxHP, Vector3 bar) Update_HP(health, maxHealth, healthBar.scale) HealthBar.scale = new Vector2(healthBarLength, ) HealthBarLength = (float)health / (float)maxHealth / 5.1f I did the following code and it doesn't work: void Start() When I send the RPC, It does change the other player's health value, but does nothing to the scale. The player who sends the call has their bar changed though. The problem is that even though I send the information through the network and it's received, the actual physical bar doesn't change in scale. That way you can just look at another player and see their health bar. In my game, the characters have health bars over their heads that are supposed to update for the entire server. I'm having a difficult time getting my health bar to sync through the server on Unity using RPCs.
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