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Question by USERNAME_NOT_FOUND · Oct 16, 2016 at 04:29 AM · networkingmultiplayergameshootingmultiplayer-networking

RPC sending Failed

I'm making a multiplayer FPS game and I need to sync movements and player information such as health, weapons and so on. I downloaded "Simple Multiplayer Kit" from Asset Store and I ran into some serious problems.

Script that I'm using is

 public class PlayerSync : MonoBehaviour {

     Vector3 lastPosition;
     Quaternion lastRotation;
     Transform myTransform;
     NetworkView networkView;
    
     Vector3 targetPosition;
     Quaternion targetRotation;
     
     [SerializeField] float posThreshold = 0.1f;
     [SerializeField] float rotThreshold = 5f;
     
     void Start ()
     {
         
         networkView = GetComponent<NetworkView>();
         if(networkView.isMine == true)
         {
             myTransform = transform;
             //Make sure everyone sees the player at right location the moment he spawns 
             if(!Network.isServer)
             {
                 networkView.RPC("UpdateMovement", RPCMode.OthersBuffered, myTransform.position, myTransform.rotation);
             }
         }
     }
     
     [RPC]
     void SetUsername (string name)
     {
         gameObject.name = name;
     }
     
     
     void Update ()
     {
         if (networkView.isMine)
         {
             SendMovement();
         }
         else
         {
             ApplyMovement();
         }
 
     }
     
     void SendMovement()
     {
         
         if (Vector3.Distance(myTransform.position, lastPosition) >= posThreshold)
         {
             //If player has moved, send move update to other players
             //Capture the player's position before the RPC is fired off and use this
             //to determine if the player has moved in the if statement above.
             lastPosition = transform.position;
             networkView.RPC("UpdateMovement", RPCMode.OthersBuffered, myTransform.position, myTransform.rotation);
         }
         if (Quaternion.Angle(myTransform.rotation, lastRotation) >= rotThreshold)
         {
             //Capture the player's rotation before the RPC is fired off and use this
             //to determine if the player has turned in the if statement above. 
             lastRotation = transform.rotation;
             networkView.RPC("UpdateMovement", RPCMode.OthersBuffered, myTransform.position, myTransform.rotation);
         }
     }
     
     void ApplyMovement ()
     {
         transform.position = Vector3.Lerp(transform.position, targetPosition, 0.5f);
         transform.rotation = Quaternion.Lerp(transform.rotation, targetRotation, 0.5f);
         
     }
     
     [RPC]
     void UpdateMovement (Vector3 newPosition, Quaternion newRotation,int health)
     {
         targetPosition = newPosition;
         targetRotation = newRotation;
         
     }
    
 }

The error that I got is this :

  Sending RPC 'UpdateMovement' failed because the number of supplied parameters doesn't match the RPC declaration. Expected 3 but got zd parameters.
     UnityEngine.NetworkView:RPC(String,RPCMode,Object[])



I have no Idea what 'zd parameters' are and where to fix. Please help me with this problem.

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