Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 11 Next capture
2021 2022 2023
1 capture
11 Jun 22 - 11 Jun 22
sparklines
Close Help
  • 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 Y2K · Jul 27, 2015 at 08:14 AM · networkingrpcclient-serverunity multiplayer

How to fix "ClientRpc call on un-spawned object" error, using UNET

So, I’m working on a multiplayer fps game using the new UNET system, and I’m having issues doing RPC calls. Here is my C# script attached to the player camera:

 using UnityEngine;
 using System.Collections;
 using UnityEngine.Networking;
 public class soldierHandling : NetworkBehaviour {
     RaycastHit hit;    
     [ServerCallback]
     void Update () {
         CheckLookingAt();
         if(!isLocalPlayer){
 
             if(Input.GetKeyUp(KeyCode.E)){
                 RpcPutObjectInHand(hit.transform.gameObject);
             }
         }
     }
     [ClientRpc]
     public void RpcPutObjectInHand (GameObject objectToPickUp){
         Debug.Log("attempting to pick up : " + objectToPickUp);
         if(hit.transform.tag == "equipable"){
             objectToPickUp.transform.SetParent(this.transform.FindChild("holdPoint"));
             objectToPickUp.transform.position = this.transform.FindChild("holdPoint").transform.position;
             objectToPickUp.transform.rotation = this.transform.FindChild("holdPoint").transform.rotation;
             objectToPickUp.GetComponent<Rigidbody>().detectCollisions=false;
             objectToPickUp.GetComponent<Rigidbody>().isKinematic=true;
             objectToPickUp.GetComponent<Rigidbody>().useGravity=false;
             //objectToPickUp
             Debug.Log("picked up : " + objectToPickUp);
         }
     }
     
     void CheckLookingAt(){
         Vector3 fwd = transform.TransformDirection(Vector3.forward);
         if(Physics.Raycast(transform.position,fwd,out hit, 5)){
             //Debug.Log("looking at: " + hit.transform);
         }
     }
 }

Basically, the script checks what the player is looking at, when E is pressed if the object is equipable, its physics are deactivated, and it’s put in the player’s hand. (Yes, I intend to cache etc. this isn’t the finished product)

It works great on the server without the [ClientRpc] tag but obviously, doesn’t call the function on the clients. With the [ClientRpc] tag, the function never gets called and I get the following warning:

ClientRpc call on un-spawned object UnityEngine.Networking.NetworkBehaviour:SendRPCInternal(NetworkWriter, Int32, String) soldierHandling:CallRpcPutObjectInHand(GameObject) soldierHandling:Update() (at Assets/scripts/soldierHandling.cs:15)

I’m confused as the player and weapon are clearly spawned objects. Any help on the issue would be great!

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

2 Replies

· Add your reply
  • Sort: 
avatar image
1

Answer by Torigas · Jul 27, 2015 at 08:41 AM

Make sure you actually do a NetworkServer.Spawn after instantiating the objects: http://docs.unity3d.com/Manual/UNetSpawning.html

That article explains the difference between instantiating and networkspawning objects. Maybe that helps you. Also the Objects need to be in the list of spawnable prefabs and have a networkidentity component.

Comment
Add comment · Share
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
avatar image
0

Answer by GunLengend · Nov 11, 2018 at 02:05 AM

I guess your Object not spawned by NetworkServer.Spawn or NetworkServer.AddPlayerForConnection. Please following the UNET Spawning like Torigas mentioned above

Comment
Add comment · Share
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

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.

Follow this Question

Answers Answers and Comments

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

Standard ClientRPC not called on client 1 Answer

How do you Change Color or any variable of non-player object on both client and server in uNet 0 Answers

how to ask Server for a value? 1 Answer

Re-send ClientRPC after new player joins 1 Answer

Rpc is received by client but Cmd is not received by server 2 Answers


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