Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 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 ChaiKnight · Jun 12, 2017 at 09:09 AM · networkingclient-serverhook

SyncVar Hook not Updating after Client Joins

I'm having a bit of an issue. In my game, players control a little cube around that shoots, and I've recently implemented networking. Currently, I can't get my SyncVar for health to update as I want it to. I followed the recent tutorial on using the HLAPI and have since tried to transfer it into my game.

I'll try and run down my code, but there's quite a bit so I'll cut out all the non-essentials:

  • OnStartLocalPlayer I set my player's health to its max.

  • Whenever it takes damage i make sure the server does the calculation of the health (basically if isServer, then HP -= dam)

  • Now my HP variable is a SyncVar with the hook updateBar that should update the UI (using isLocalPlayer to be sure).

Problem: Whenever I'm just the host, everything works fine. I can run around, take some damage and it shows. Now I want to connect a client, and nothing works. The hosts' HP bar (not the HP, the bar) is reset, and the client cannot take damage. The host can take damage but it doesn't register.

Code:

 [SyncVar(hook = "updateBar")]
 public float HP;
 
 public Image bar;
 public Image shield;
 public Text text;
 
 public override void OnStartLocalPlayer()
     {
         GetComponent<MeshRenderer>().material.color = Color.yellow;
 
         camera.enabled = true;
 
         HP = maxHP;
         shields = 0f;
     }
 
 public void damage(float dam)
     {
         if (!isServer)
         {
             return;
         }
 
         if (shields > 0f)
         {
             if(dam > shields)
             {
                 HP -= -(shields - dam);
                 shields = 0f;
             }
             else
             {
                 shields -= dam;
             }
             
         }
         else
         {
             HP -= dam;
         }
         //updateBar(HP);
         checkHealth();
     }
 
 void updateBar(float val)
     {
         if(!isLocalPlayer)
         {
             return;
         }
         
         text.text = "" + Mathf.Floor(val + shields);
         bar.rectTransform.anchoredPosition = Vector3.zero + Vector3.left * (100 - val / maxHP * 100);
     }
 
 private void checkHealth()
     {
         if (!isLocalPlayer)
         {
             return;
         }
         if (HP <= 0)
         {
             HP = 0f;
             //updateBar(HP);
             Camera.main.transform.parent = null;
             manager.GetComponent<GameManager>().playerDeath();
             Destroy(gameObject);
         }
         else if (HP > maxHP)
         {
             HP = maxHP;
         }
 
         if (shields <= 0f)
         {
             shields = 0f;
             GetComponent<Light>().enabled = false;
         }
     }


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

0 Replies

· Add your reply
  • Sort: 

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

3 People are following this question.

avatar image avatar image avatar image

Related Questions

Unity vs client-side prediction 0 Answers

UNet ClientRPC does not fire 2 Answers

UNet Portal 2 Like Object Interaction Client to Server 1 Answer

Networking: Client-spawned Objects do not appear on Server 0 Answers

Using Network Low Level AND High Level API at the same time 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