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
1
Question by shockelite · Jan 31, 2015 at 08:43 AM · networkdistancerpcnetworkviewclient-server

Server & Client Instantiate

TL;DR Can a server instantiate networked objects on itself and only a specific client(s)?

I have a short question regarding instantiating a networkView object. So far I have been able to achieve instantiating on the server and all connected clients with no errors. However my goal is ultimately the server to send a RPC to instantiate another player. In my case I only want to show other clients in range of the local client.

Right now I'm able to do this, but soon as I spawn in a 2nd client I receive a error on the last client. Basically stating it couldn't instantiate a networkView (which I don't want it to).

 public void InstantiateLocalCharacter(){
     NetworkViewID _viewID = Network.AllocateViewID();
     Vector3 _localCharacterPosition = Player.LocalCharacterPosition;
     GameObject _localCharacter = (GameObject) Instantiate(Resources.Load ("Prefabs/PlayerObject", typeof(GameObject)), _localCharacterPosition, Quaternion.identity);
     _localCharacter.transform.parent = Container.PlayerContainerGameObject.transform;
     _localCharacter.name = Player.LocalCharacterName;
     _localCharacter.GetComponent<NetworkView>().viewID = _viewID;
     networkView.RPC("SyncInstantiateLocalCharacter", RPCMode.Server, Network.player, _viewID, _localCharacterPosition);
 }

And this would be on the server.

 [RPC]
     public void SyncInstantiateLocalCharacter(NetworkPlayer _networkPlayer, NetworkViewID _viewID, Vector3 _characterPosition){
         GameObject _localCharacter = (GameObject) Instantiate(Resources.Load ("Prefabs/PlayerObject", typeof(GameObject)), _characterPosition, Quaternion.identity);
         _localCharacter.GetComponent<NetworkView>().viewID = _viewID;
         _localCharacter.name = GetComponent<DatabaseController>().GetCharacterName(_networkPlayer);
         _localCharacter.transform.parent = GetComponent<GameManager>().playerContainer.transform;
     }

alt text

In this example local client "A" can see client "B", but not "C", or "D". Might this be possible with this kind of setup? I hate throwing errors, I'd like to eliminate them if all possible.

playerrange.jpg (10.1 kB)
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

2 People are following this question.

avatar image avatar image

Related Questions

Synchronize different prefab material over the network? 0 Answers

Networking Error! 0 Answers

Can not make RPC calls during Start() 1 Answer

Does the position change need state synchronization? 2 Answers

RPC Player Name and show it above head 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