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 /
avatar image
0
Question by MyNameIsOscar · Feb 03, 2017 at 03:39 PM · guinetworkingtext mesh

Displaying Damage Text/Text Mesh to all clients

Hiya,

So I'm trying to display damage text using a text mesh above players that get damaged over the network, however I can only get it to display to the player that has been damaged.

Right now I have a HealthDamageScript attached to the player prefab that looks like this:

 ...
 
 public class HealthDamageScript : NetworkBehaviour {
 
     ...
 
     public Transform damageTextPrefab;
 
     ...
 
 
     public void TakeDamage(int damage)
     {
         if (!isServer)
         {
             return;
         }
 
         ...
 
         RpcDamageText(damage);
 
         ...
     }
 
     ...
 
     [ClientRpc]
     void RpcDamageText(int damage)
     {
         if (isLocalPlayer)
         {
             Vector3 pos = transform.position;
             pos.y += gameObject.transform.localScale.y;
             GameObject text = Instantiate(damageTextPrefab, pos, Quaternion.identity).gameObject;
 
             text.GetComponent<TextMesh>().text = "-" + damage;
         }
     }
 
 }
 

How would I get the RPC to be sent to all clients rather than only the player that has been damaged?

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

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by Mike-Geig · Feb 03, 2017 at 03:42 PM

It is being sent to all clients, you are just filtering it with the line if (isLocalPlayer) If you remove that IF statement then all copies of the damaged player (both the one local and all the remote copies) will see the damage above their heads

Comment
Add comment · Share
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

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

6 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Text object can't be searched for with GameObject.Find 3 Answers

Why is networkbehaviour underlined in green? 1 Answer

networkview + GUI 2 Answers

Multiplayer pause menu won't disappear 0 Answers

Network list connecting (Storing variables) 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