Question by 
               Remonell · May 15, 2017 at 04:11 PM · 
                networkingtextuser interfacesynchronization  
              
 
              UI Text synchronize with UNET
HI there,
I have a game with 2 teams. Every player of every team should see the teamscore on his screen. Every player sees 0:0 as that is the initial score. But when 1 team scores only the host sees 1:0. On all the other players its still 0:0.
Can you help me with that? Here is the script:
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.Networking;
 using UnityEngine.UI;
 
 public class GameManager : NetworkBehaviour {
 
     [SyncVar(hook = "updateRedScoreText")]
     public int scoreRed;
     [SyncVar(hook = "updateBlueScoreText")]
     private int scoreBlue;
 
     // Use this for initialization
     void Start () {
     }
     
     // Update is called once per frame
     void Update () {
         
     }
 
     public void raiseScore(int team) {
         if (team == 0) {
             scoreBlue++;
         } else if(team == 1){
             scoreRed++;
         }
         
         Debug.Log("Score Blau: " + scoreBlue);
         Debug.Log("Score Rot: " + scoreRed);
 
         updateRedScoreText(scoreRed);
         updateBlueScoreText(scoreBlue);
 
     }
 
 
     public void updateRedScoreText(int r) {
         Text scoreRotText = GameObject.Find("scoreRotUI").GetComponent<Text>();
         scoreRotText.text = r.ToString();
     }
     public void updateBlueScoreText(int b) {
         Text scoreBlauText = GameObject.Find("scoreBlauUI").GetComponent<Text>();
         scoreBlauText.text = b.ToString();
     }
 
 }
 
               The UI Texts have the network identity as a component with local player authority. http://prntscr.com/f84iv3
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