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 MLM · Mar 03, 2014 at 07:31 PM · networkingscenescene-loadingrpcnetworkview

NetworkView conflicts between Levels

What is the best way to resolve this situation where you: load scenes with GameObjects that have NetworkViews and `DontDestroyOnLoad()`?

This causes conflicts in the viewId's of the NetworkView between objects when you switch levels.

Note: This does not affect `Network.Instantiate`'ed objects because the viewId is made unique automatically for you.


init_scene is the first loaded scene. _Managers and Main Camera have `DontDestroyOnLoad()` so that they are maintainted between level changes.

Here is a list of of networkView.viewId and what scene they originate from. We started at init_scene and then `Application.LoadLevel()` level01

init_scene:

  • _Managers: SceneID: 1 Level Prefix: 0

  • Main Camera: SceneID: 2 Level Prefix: 0

    level01:

  • Ring: SceneID: 2 Level Prefix: 0

  • Sphere: SceneID: 1 Level Prefix: 0

  • **Player(Clone):* AllocatedID: 1

  • **Player(Clone):* AllocatedID: 150

  • `Network.Instantiate`'ed. Meaning they are dynamically loaded into the level.*

As you can see there is a conflict between _Managers<->`Sphere` and Main Camera<->`Ring`. So if you call an RPC on Ring then it will error:

 RPC call failed because the function 'RPCFucntion' does not exist in any script attached to'Main Camera'


The only solution I can think of is to have the server `Network.Instantiate` those objects. But I really want those objects saved in the scene and not hidden away in a script until I press play.


For others who want to debug their NetworkView's, here is a snippet that you can use:

 [ContextMenu ("Analyze networkView ID")]
 void AnalyzeNetworkViews() {
     NetworkView[] netViews = FindObjectsOfType(typeof(NetworkView)) as NetworkView[];
 
     Debug.Log("-------------------------");
     foreach(NetworkView netView in netViews)
     {
         Debug.Log(netView + " - id: " + netView.viewID + " - guid: " + netView.owner.guid);
     }
     Debug.Log("-------------------------");
 }


interference, conflicts, blocking

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 MLM · Mar 05, 2014 at 04:59 AM

I can't believe I missed this **related question**

You want to call `Network.SetLevelPrefix(...)` before the Application.LoadLevel(...) call.

Also see this documentation "Network Level Loading"

Comment
Add comment · 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

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

20 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 avatar image

Related Questions

How can I send a mouse click to a server using an RPC? 0 Answers

[Photon] Restart scene rpc doesn't work 1 Answer

Total Message Bytes Queued? 3 Answers

Network views wrong on re join to server 0 Answers

View ID AllocatedID: # not found during lookup. Strange behaviour may occur 1 Answer


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