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Question by KimBa01 · Oct 17, 2016 at 05:01 AM · networkviewclient-server

I want to send client data when connect to server

hi, I'm from Korea. I'm not good at Eng. but I need a help.

I want to send client data when, connect to server. So I use a networkview component and I make some script. I know when, client connect the server OnSerializeNetworkView() is don't send data(that clinet data) on the other hand, server can send the data.

How send client data when connect to server?? plz help...

It is a networkManager's part.

 void OnSerializeNetworkView(BitStream stream, NetworkMessageInfo info)
     {
     if (stream.isWriting)
     {
         int _totalPlayerNum = PlayerNum;
         int _playerNum = ReGameManager.current.playerNum;             
         string _playerName = ReGameManager.current.playerName;           
         int _playerNameLength = ReGameManager.current.playerName.Length;  
         char[] _playerNames = new char[_playerNameLength];
 
         for(int i = 0; i < _playerNameLength; i++)
         {
             _playerNames[i] += _playerName[i];
         }
 
      
         stream.Serialize(ref _totalPlayerNum);
         stream.Serialize(ref _playerNum);
         stream.Serialize(ref _playerNameLength);
         for(int i = 0; i < _playerNameLength; i++)
         stream.Serialize(ref _playerNames[i]);
     }
     else 
     {
         int _totalPlayerNum = 0;
         int _playerNum = 0;
         int _playerNameLength = 0;
         string otherName = "";
 
     
         stream.Serialize(ref _totalPlayerNum);
         stream.Serialize(ref _playerNum);
         stream.Serialize(ref _playerNameLength);
 
         char[] _playerNames = new char[_playerNameLength];
 
         for (int i = 0; i < _playerNameLength; i++)
             stream.Serialize(ref _playerNames[i]);
 
         for (int i = 0; i < _playerNameLength; i++)
         {
             Debug.Log(_playerNames[i]);
             otherName += _playerNames[i];
         }
         otherNum = _playerNum;
         Debug.Log("otherNum : " + otherNum);
         PlayerNum = _totalPlayerNum;
         Debug.Log("otherName : " + otherName);
 
         switch(otherNum)
         {
             case 1:
                 otherUserName[0] = otherName;
                 Debug.Log("case1 otherName : " + otherUserName[0]);
                 break;
 
             case 2:
                 otherUserName[1] = otherName;
                 Debug.Log("case2 otherName : " + otherUserName[1]);
                 break;
 
             case 3:
                 otherUserName[2] = otherName;
                 Debug.Log("case3 otherName : " + otherUserName[2]);
                 break;
 
             case 4:
                 otherUserName[3] = otherName;
                 Debug.Log("case4 otherName : " + otherUserName[3]);
                 break;
 
             case 5:
                 otherUserName[4] = otherName;
                 Debug.Log("case5 otherName : " + otherUserName[4]);
                 break;
 
             case 6:
                 otherUserName[5] = otherName;
                 Debug.Log("case6 otherName : " + otherUserName[5]);
                 break;
 
             case 7:
                 otherUserName[6] = otherName;
                 Debug.Log("case7 otherName : " + otherUserName[6]);
                 break;
 
             case 8:
                 otherUserName[7] = otherName;
                 Debug.Log("case8 otherName : " + otherUserName[7]);
                 break;
         }
 
         _network.RPC("showAllinfo", RPCMode.All);
     }







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