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How to get players to re-spawn with a RPC.
Greetings everyone, I'm just trying to figure out how to do networking in Unity. I found a nice tutorial, and now I'm trying to get an function to run on every client connected so that I have one button to spawn all of the players by using Network.player.ToString() to a specified location.
This is my Update function:
 void Update()
     {
 
         if (networkView.isMine)
         {
             InputMovement();
             InputColorChange();
                 if (Input.GetKeyDown(KeyCode.R)){
             networkView.RPC ("adminPower", RPCMode.All);
             }
         }
         else
         {
             SyncedMovement();
         }
     }
 
               And this is my adminPower-function:
     [RPC]
     private void adminPower(){
         
             //networkView.RPC("adminPower", RPCMode.AllBuffered);
     
             print ("hi");
                 if (Network.player.ToString() == "0"){
                 Debug.Log(Network.player.ToString());
                 
                 myRigid.MovePosition (new Vector3(4,1,0));
                 
                 
             }
             if (Network.player.ToString() == "1"){
                 Debug.Log(Network.player.ToString());
             
                 
                 myRigid.MovePosition (new Vector3(0,1,2));
                 
                 
             }
             if (Network.player.ToString() == "2"){
             myRigid.transform.position = new Vector3(4,1,0);
                 Debug.Log(Network.player.ToString());
             }
             if (Network.player.ToString() == "3"){
             myRigid.transform.position = new Vector3(0,1,4);
                 Debug.Log(Network.player.ToString());
             }
         
     }
 
               So the adminPower-function kinda works, the client I'm pressing R on is moved to the location specified by the if (Network.player.ToString() == "X"). The problem is that all of the other players connected wont be moved anywhere and I have no idea why since I thought that the RPC-tag would make the function be called on every client?
Link to the whole project is here: https://dl.dropboxusercontent.com/u/1148172/MultiplayerTutorial.zip
Thank you for time.
I'm working with something similar and are having the same issues. Help would be much appreciated.
Please describe the problem a bit more. I tested your link in 4 Unity instances (1 server + 3 clients) and I see the clones of the player are moving properly on all when player is moving.
Your answer
 
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