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Question by jnguyen54228 · Nov 07, 2018 at 01:47 AM · unity 5networkingmultiplayermultiplayer-networking

RPC and Command Calls OR Network messages for syncing variables across Server and Client?

I'm currently making a Unity Multiplayer game that relies on the synchronization of variables across the Server and the singular Client. I'm already able to use [SyncVar] to sync variables from the server with the client, but not the other way around. The thing is, I don't have a player prefab that spawns in the game. Am I still able to make Command and RPC calls? I tried this code below which didn't end up working when I played the game. Would Network messages work better for my situation?

 bool officeBought = false;
 
 void Update () {
     if (!isServer)
     {
         CmdSendBuildingBought(officeBought);
     }
 }

 [Command]
 public void CmdSendBuildingBought(bool buildingBought)
 {
 
     buildingBought = true;
 }
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