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Question by DanChirtoaca · Mar 18, 2016 at 02:37 AM · networkingrpclobby

ClientRpc s are not called

Rpc's are not called when using NetworkLobbyManager instead of NetworkManager. It seems to work properly with the latter, but when I switch to the former, only [Command]'s are called, [ClientRpc]'s are somehow skipped. I am using Unity 5.1.0f3.

 using UnityEngine;
 using System.Collections;
 using UnityEngine.Networking;
 
 public class Player : NetworkBehaviour {
 
     public Deck deckPrefab;
 
     Deck deck;
 
     // Use this for initialization
     void Start () {
         if (isLocalPlayer) {
             if (!isServer) {
                 GameObject.FindWithTag("MasterDeck").SetActive(false);
             }
             (this.deck = (Deck)Instantiate (deckPrefab)).Constructor();
             this.deck.transform.SetParent (this.transform);    
             this.name = "LocalPlayer";
         }
     }
     
     [ClientRpc]
     public void RpcUpdate(int networkIdentity) {
         UpdatePlayerCard (networkIdentity);
     }
 
     void UpdatePlayerCard(int networkIdentity) {
         if (isLocalPlayer ) {
             if (this.netId.Value == networkIdentity) {
                 this.deck.SetNextCard();
             }
         }
     }
 
     [Command]
     public void CmdUpdate(int[] card, int symbol, int networkIdentity) {
         Deck mdeck = GameObject.FindWithTag("MasterDeck").GetComponent<Deck>();
         if (mdeck.ContainsSymbol(symbol)) {
             mdeck.SetTopCard(card);
             RpcUpdate(networkIdentity);
         }
     }
 
     
     // Update is called once per frame
     void Update () {
         if (isLocalPlayer && Input.GetMouseButtonDown(0)) {
             Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
             RaycastHit hit;
             if (Physics.Raycast(ray, out hit, 100)) {
                 int symbol = 0;
                 if (int.TryParse(hit.transform.gameObject.name, out symbol)) {
                     CmdUpdate(this.deck.GetTopCard(), symbol, (int)this.netId.Value);
                 }
             }
         }
     }
 }
 
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Answer by Alberto-Mastretta · Mar 24, 2016 at 05:03 PM

I'm having a similar problem. In my scenario, I get clientRPC calls working properly whenever I enter the lobby and go directly into my game scene, but if I exit the lobby and enter a new one (either creating one or joining one), they stop working. It only happens if I ever exit a lobby.

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