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Question by Dritter · Aug 21, 2015 at 09:29 PM · networkingspawnsync

How to sync SetActive at NetworkServer.Spawn() ?

Hi there,

I am currently testing around with UNet. Allthough I got a lot of small things working, I am still having problems with other (most likely) small things :)

I don't want the third child of my room-object to be enabled under certain circumstances. The code below is cut to the minimum, not regarding these conditions.


 [Command] void CmdProvideNewRoom(Transform room, Vector3 pos)
 {
         Transform tempRoom = (Transform)Instantiate (room, pos, Quaternion.identity);
         NetworkServer.Spawn (tempRoom.gameObject);
         tempRoom.transform.GetChild(3).gameObject.SetActive(false);
 }



The 3rd child is disabled on the Serverclient (is that a thing?), but not on the Client(-client). I already tried to swap the last two lines, result is the same.

It is probably something stupid and obvious, but still - I don't get it.

Help? :)

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Answer by Dritter · Aug 22, 2015 at 11:39 PM

I managed to fix it myself.

As expected, it was an obvious error. All I needed to do was to add an ClientRPC function and call it inside that Command.

The Code looks like this:

 [Command] void CmdProvideNewRoom(Transform room, Vector3 pos,)
 {
     Transform tempRoom = (Transform)Instantiate (room, pos, Quaternion.identity);
 
     NetworkServer.Spawn (tempRoom.gameObject);
     tempRoom.transform.GetChild(3).gameObject.SetActive(false);
     RpcSetActivePortals(tempRoom);
 
 }
 [ClientRpc] void RpcSetActivePortals(Transform room)
 {
     room.GetChild (2).gameObject.SetActive (false);
 }
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