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Question by jdetter · Jan 04, 2017 at 03:29 PM · networkingrpcclient-server

Standard ClientRPC not called on client

When I run my Unity server in host mode, the object spawns on the client and uses the CmdRequestUpdate() command, which then should call a ClientRPC and a TargetRPC. The client will receive the TargetRPC call, however it never receives the ClientRPC call. I'm not sure if this is an issue or not but I'm curious if anyone knows what's going on here.

Reproducer

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.Networking;
 
 public class PlayerAttributeManager : NetworkBehaviour
 {
     [Server]
     public override void OnStartServer()
     {
         Debug.Log("server attributes started.");
     }
 
     [Client]
     public override void OnStartClient()
     {
         Debug.Log("Client attributes started.");
 
         CmdRequestUpdate();
     }
 
     [Command]
     public void CmdRequestUpdate()
     {
         Debug.Log("Server got request for update.");
 
         RpcGetYourUpdate();
         Debug.Log("RPC sent");
 
         TargetGetYourUpdate(this.connectionToClient);
         Debug.Log("Target RPC sent");
     }
 
     [ClientRpc]
     void RpcGetYourUpdate()
     {
         Debug.Log("Received update.");
     }
 
     [TargetRpc]
     void TargetGetYourUpdate(NetworkConnection conn)
     {
         Debug.Log("Target received update.");
     }
 }

Output with Unity 5.5.0f3

 server attributes started.
 Client attributes started.
 Server got request for update.
 RPC sent.
 Target RPC sent
 Target received update.
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avatar image Rodolfo-Rubens · Mar 09, 2017 at 01:49 AM 0
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Did you find any solution to your problem? I'm having this same issue, ClientRPCs not being called.

avatar image jdetter · Mar 09, 2017 at 11:16 AM 0
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Nope, I never found an actual solution for this particular problem.

avatar image jdetter · Mar 09, 2017 at 11:27 AM 0
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I submitted a bug report so hopefully someone at unity will take a look at it.

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Answer by LK84 · Mar 09, 2017 at 11:39 AM

The likely reason is that the object on the client hasn't been properly set up since you are making all the calls from the OnstartClient() method. Try using OnStartLocalPlayer()instead or put in some delay. Also, have a look here

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