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Question by NFMynster · Aug 29, 2016 at 12:00 AM · networkingplayermovingsynchronizationserverside

UNET moving the players via the server.

Hello! I was wondering how you exactly move the player server wise. The thing is that I have a singleton round manager, that has a method to restart the round, which basically just sets all the players transform.position to their spawn position. However, I'm struggling with syncing it properly. Should I use an ClientRPC or what? Seems like a command does nothing.

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Answer by DiegoSLTS · Aug 29, 2016 at 01:22 AM

You can do that with an RPC call, yes. The basic idea would be:

 public class Player : NetworkBehaviour {
     [Server]
     public void MoveTo(Vector3 newPosition) { //call this on the server
         transform.position = newPosition; //so the player moves also in the server
         RpcMoveTo(position);
     }

     [ClientRPC]
     void RpcMoveTo(Vector3 newPosition) {
         transform.position = newPosition; //this will run in all clients
     }
 }

Or with a SyncVar:

 public class Player : NetworkBehaviour {
     [SyncVar(hook = "MoveTo")]
     public Vector3 syncPosition; //set this in the server, and set the transform.position manually too, since the hook only runs on clients

     void MoveTo(Vector3 newPosition) {
         transform.position = newPosition; //this will run in all clients
     }
 }
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avatar image NFMynster · Aug 30, 2016 at 12:20 AM 0
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Thanks, that seemed to do it.

avatar image frattapa · May 30, 2018 at 04:35 AM 0
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You are my hero today. :)

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