Network commands sent from clients not working.
Hi, I've hit a road block with some networking code I'm working on. I have an engine I want players to be able to click on to switch on/off. The engine has a network identity and an OnMouseDown event on it. When the host clicks on the engine it turns off/on on the clients, but when the client clicks they are not doing anything. I checked the variable activated and it's being updated but the visual changes are not being executed.
Engine.cs
 [SyncVar]
 public bool activated = false;
 
 void OnMouseDown(){
         if (isServer)
         {
             this.activated = !this.activated;
             RpcSwitchPower();
         }
         else
         {
             Player.localPlayer.SendMessage("CmdSwitchPower");
         }
         Debug.Log(activated);
     }
 public void SwitchPower()
     {
         GetComponent<AudioSource>().mute = !activated;
         if (this.activated)
         {
             GetComponent<SpriteRenderer>().material.color = new Color(0.2f, 0.5f, 0.4f, 1f);
         }
         else
         {
             GetComponent<SpriteRenderer>().material.color = Color.red;
         }
     }
     //Switch power on clients
 [ClientRpc]
     public void RpcSwitchPower(){
         SwitchPower();
 }
 
               player.cs
  //Tell server to switch the diesel engine
         [Command]
         void CmdSwitchPower()
         {
             print("Command to SwitchPower");
             GameObject g = GameObject.Find("Engine_diesel");
             g.GetComponent<EngineDieselControl>().activated = !g.GetComponent<EngineDieselControl>().activated;
             g.GetComponent<EngineDieselControl>().RpcSwitchPower();
         }
 
              Answer by seanr · Jan 05, 2016 at 04:22 PM
SendMessage wont work with a command because the function's name is changed during a post-build code generation step. Call the function directly instead.
Your answer
 
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