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 /
  • Help Room /
avatar image
0
Question by entropictide · Oct 02, 2016 at 07:38 AM · networkingmultiplayer-networkingsynchronization

Syncing Gameobject variables

I've been trying all night to make this work:

I'm making a game where the player can build a ship using a set of prefabs. The Player() class takes GameObject values from the script attached to the UI and uses them to build the ship. However, this means that all players on each client end up with the same ship, since they're referencing the same script. For the life of me, I can't figure out a way to synchronize my component prefabs to the remote client. I've tried setting the variable through an RPC call, a Command, saving them to a SyncVar'd struct, etc. Does anyone know how to do this?

Here's a condensed version of the relevant code:

 void Awake()
     {
         y = 0;
         componentsToDisable = new Behaviour[3];
         shipBuild = GameObject.Find("MenuManager").GetComponent<ShipBuilder>();
         hull = shipBuild.hull;
         engine = shipBuild.engine;
         weapon = shipBuild.weapon;
         power = shipBuild.power;
 
         CreateShip();
     }

 public void CreateShip()
     {
         ship = (GameObject)Instantiate(hull, transform.position, hull.transform.rotation);
         Network.Instantiate(ship, transform.position, transform.rotation, 0);
         ship.transform.SetParent(transform);
         ship.transform.localPosition = new Vector3(0, 0, 0);
         ship.transform.localEulerAngles = Vector3.zero;
         foreach (Transform slot in ship.transform)
         {
             if (slot.tag == "WeaponSlot")
             {
                 GameObject gun = (GameObject)Instantiate(weapon, slot.position, slot.rotation);
                 gun.transform.SetParent(slot);
                 gun.transform.localPosition = Vector3.zero;
             }
             if (slot.tag == "EngineSlot")
             {
                 GameObject eng = (GameObject)Instantiate(engine, slot.position, slot.rotation);
                 eng.transform.SetParent(slot);
                 eng.transform.localPosition = new Vector3(0, 0, 0);
             }
             if (slot.tag == "PowerSlot")
             {
                 GameObject pow = (GameObject)Instantiate(power, slot.position, slot.rotation);
                 pow.transform.SetParent(slot);
                 pow.transform.localPosition = new Vector3(0, 0, 0);
             }
         }
         ship.GetComponent<BaseShip>().enabled = true;
         ship.transform.localPosition = new Vector3(0, 0, 0);
         ship.transform.rotation = Quaternion.Euler(Vector3.zero);
 
         Network.Instantiate(ship, transform.position, transform.rotation, 0);
     }

Network.Instantiate() doesn't seem to work either. I tried this out of desperation:

 [ClientRpc]
     void RpcShipFix ()
     {
         hull = shipBuild.hull;
         engine = shipBuild.engine;
         weapon = shipBuild.weapon;
         power = shipBuild.power;
     }

If I could just SyncVar the GameObjects, that'd be great. But I can't. Please help me. If it turns out to be something simple I've overlooked, I won't even care at this point.

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

92 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 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 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 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 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 to split player objects over network? 0 Answers

[UNET] Syncing the position of a non-player object such as a trap (no player authority whatsoever) 3 Answers

uNet Network Sync Problem With Non-Player Object 0 Answers

Networking not working when upgrade project from 5.6 to 2017 or 2018. 0 Answers

Error when using NetworkList "Don't know how to serialize List`1 " 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