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Question by Noxury · Sep 22, 2016 at 10:38 PM · photonrpconlinelobby

PUN Update countOfPlayersOnMaster to all clients?

Hello,

I have an UI-text at the lobby which displays the current connected playercount of the masterserver. The text gets set when the user is joining the lobby.

 void OnJoinedLobby(){
     text_onlinePlayers.text = "Online: "+ PhotonNetwork.countOfPlayersOnMaster.ToString();
 }

This way the first connected client will have "Online: 1". I start now a second instance of the game, connecting to the masterserver and its text will have "Online: 2" written, but when we look back to the first client, its text will have still "Online: 1", because it is not updating for all clients.

Therefore I call PunRPC to update the text on every client everytime when someone connects or disconnects to the masterserver.

 void OnJoinedLobby(){
     RefreshOnlineCount();
 }

 void OnDisconnectedFromPhoton(){
     RefreshOnlineCount();
 }
 
 void RefreshOnlineCount(){
     pv.RPC("RefreshOnlineCount_RPC", PhotonTargets.All, null);
 }
 
 [PunRPC]
 void RefreshOnlineCount_RPC(){
     text_onlinePlayers.text = "Online: " + PhotonNetwork.countOfPlayersOnMaster.ToString();
 }

This is somehow not working: Error at

 pv.RPC("RefreshOnlineCount_RPC", PhotonTargets.All, null);
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Answer by ChristianSimon · Sep 27, 2016 at 08:26 AM

There are multiple problems with your code. First is that you can not send RPCs when you didn't have joined a room before. Photon does not allow sending RPCs from inside a lobby. Second is that when OnDisconnectedFromPhoton() is called, you are already disconnected. Means you can not send RPCs here either. Some solution you can think about: When connected to Photon (check by implementing OnConnectedToPhoton()) you can start a co-routine which updates text_onlinePlayers.text value in a fixed interval, e.g. every two seconds. Make sure to stop that co-routine when leaving the lobby.

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