Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 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 AndreasX12 · Jan 06, 2014 at 02:44 PM · networkingsyncstatesynchronize

Networking sync enabled state?

Hi,

I have figured out how to sync position and rotation, but I was wondering how to synchronize the enabled/disbled state of an object?

Thanks in advance,

Andreas.

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

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by softrare · Jan 06, 2014 at 04:42 PM

You can do it like that (untested but should work):

     public bool objEnabled;

     void OnSerializeNetworkView(BitStream stream, NetworkMessageInfo info)
     {
         
         if (stream.isWriting)
         {
             //print ("writing");
             stream.Serialize(ref objEnabled);
         }
         else
         {
             //print ("reading");
             bool tmpEnabled = false;
             stream.Serialize(ref tmpEnabled );
             objEnabled = tmpEnabled;
         }    
     }

Put that in a script and put it on the same gameobject as your NetworkView component.

Comment
Add comment · Show 4 · 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 softrare · Jan 06, 2014 at 04:45 PM 0
Share

likewise if with enabled/disabled you mean if the active state of a gameObject you should be able to find the right calls in the Unity api.

avatar image AndreasX12 · Jan 06, 2014 at 08:36 PM 0
Share

Hi, thanks for your answer :) What I meant was the active state of a gameObject. Do you know where can I find docs for that?

What I'm trying to achieve: When the player you control die, an explosion appears. On all the other players, that explosion should be enabled (as it's enabled in your own Networking View), so they can see it also.

avatar image softrare · Jan 06, 2014 at 08:43 PM 1
Share

In that case look at RPCs: http://docs.unity3d.com/Documentation/ScriptReference/NetworkView.RPC.html

avatar image AndreasX12 · Jan 06, 2014 at 09:03 PM 0
Share

Okay, thanks :)

How would that work, when I only need to send the active state to the other players and not the position e.g.?

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

19 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Networking Physics / Object Ownership / State Sync 1 Answer

Networking Sync SetActive Not Working 0 Answers

How to sync network 0 Answers

How fast do Syncvars synchronize? 1 Answer

UNET Server not setting [SyncVar] 0 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