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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