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Unity Networking client interaction with scene not displayed on other client. Commands and RPCs
I have been reading forums and the API to try to understand how clients communicate with each other. I have heard they use commands and RPC. (which I don't fully understand). But I know their is information sent to the server and then to the clients (e.g. clients can't directly communicate).
I would like to know how to use commands and/or RPC with what I am trying to do:
What I have: I found a way to separate clients into different scripts by having my player connection object spawn a different prefab based on a button click. (I used a [Command] to do so. But don't fully understand what I am doing with that.) I have found how to move between scenes and end up at the same one, but from different directions. (e.g. Player one goes directly from scene 1 -> 4, and player Two goes to 1,2,3,4)
What I am trying to do: Player 1 is a 'puppeteer' who interacts with the scene through a canvas (2D) by clicking buttons. The buttons are supposed to make animations play based one what is pressed. Player 2: Is using speech to text and will have the speech show up on a Canvas Text object. Is using Oculus Rift (No canvases are rendered within the rift. the canvas is meant for Player 1 to see.)
What I don't understand: When player 2 use the speech to text and has the text show up on a canvas. Player 1 doesn't see any of the changes to the canvas that Player 2 is doing. I haven't tested the animations, but I am assuming that if Player 1 causes the animation to start Player 2 wont be able to see it, even though that is the goal.
Any tips on how I can get things to show up for the other user? Any help would be appreciated.
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