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Question by Yannick839 · May 08, 2014 at 12:43 PM · c#networkingmultiplayerphoton

Updating multiplayer map on joining

Hello,

Some friends and I are making our own multiplayer game in Unity using the Photon networking plugin.

We have a pre made map with objects in it we alter the state of the objects using RPCs. Now, when a player joins the match i need to get the state of every object from the master client (any client can work), and i need to update the states of those objects on the joining client.

here's the joining code(C#):

 using UnityEngine;
 using System.Collections;
 
 public class NetworkHandler : Photon.MonoBehaviour
 {
     public void Start() {
         PhotonNetwork.ConnectUsingSettings("alpha 1.0");
     }
 
     public void OnGUI() {
         GUILayout.Label(PhotonNetwork.connectionStateDetailed.ToString());
     }
 
     public void OnJoinedLobby() {
         PhotonNetwork.JoinRandomRoom();
     }
 
     // Update is called once per frame
     public void OnPhotonRandomJoinFailed() {
         PhotonNetwork.CreateRoom(null);
     }//
 
     public void OnJoinedRoom() {
         GameObject Player = PhotonNetwork.Instantiate("Player", Vector3.zero, Quaternion.identity, 0);
         Player.transform.position = new Vector3(3.278986f, 0, -2.779208f);
 
         // Enable all the scripts
         foreach (MonoBehaviour script in Player.GetComponents<MonoBehaviour>()) {
             script.enabled = true;
         }
 
         Transform playerCam = Player.transform.Find("Main Camera");
         playerCam.gameObject.SetActive(true);
     }
 }


And here is the code for the walls that use the RPCs(also C#):

 using UnityEngine;
 using System.Collections;
 using System.Collections.Generic;
 
 public class Wall : Photon.MonoBehaviour
 {
     public enum Type {
         Default = 0,
         Unbreakable = 1,
         Ghost = 2
     };
 
     public Type type;
     private List<Material> materials = new List<Material>();
 
     private PhotonView myphoton;
 
     // Use this for initialization
     public void Start() {
         materials.Insert((int)Type.Default, Resources.Load("Materials/Wall_Default") as Material);
         materials.Insert((int)Type.Unbreakable, Resources.Load("Materials/Wall_Solid") as Material);
         materials.Insert((int)Type.Ghost, Resources.Load("Materials/Wall_Default_Ghost") as Material);
         myphoton = GetComponent<PhotonView>();
 
         //if (Random.Range(0, 2) > 0) {
         //    myphoton.RPC("Deactivate", PhotonTargets.All);
         //}
     }
 
     /**
      * Wall (de)activators
      */
     [RPC]
     public void Activate() {
             gameObject.collider.isTrigger = false;
             // renderer.material = material;
             renderer.material = materials[(int)Type.Default];
             type = Type.Default;
             gameObject.layer = 0;
     }
     [RPC]
     public void Deactivate() {
             gameObject.collider.isTrigger = true;
             renderer.material = materials[(int)Type.Ghost];
             type = Type.Ghost;
             gameObject.layer = 8;
     }
 
     /**
      * Called when the object is being clicked on by the player
      */
     public void Click(/*Player.Mode mode*/) {
         switch (type) {
             case Type.Default:
                 myphoton.RPC("Deactivate", PhotonTargets.All);
                 break;
 
             case Type.Ghost:
                 myphoton.RPC("Activate", PhotonTargets.All);
                 break;
 
             case Type.Unbreakable:
                 // Nothing to do here
                 break;
         }
     }
 }

So, each wall has an Active and Deactive state basically and i need to sychronize those states for the newly joining players.

Thanks a tonne,

Yannick

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Answer by MileSplit · May 08, 2014 at 03:28 PM

I would look into the PhotonTarget.AllBuffered. Basically all new joining players will have the rpc sent to them when they join your game.

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