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Question by epicVoodoo · May 31, 2015 at 08:20 PM · networkphotonrpcnamenetworkview

RPC Player Name and show it above head

Hi!

i've been facing with this problem for a week, and still cant solve....... I need every Player to share his data (including characterName) with others and to place it above.

So here's my logic: 1. Having logged in we have characterSelection scene. Having selected player to log in we make the next:

     //OnSelectedChar
         public void CreatePlayer(string r)
         {
 //this is character data: Each element of array keeps different data (0 - name; 1 - race e.t.c...)
             playerInfo.GetComponent<EnteringPlayerInfo>().info = this.GetComponent<PlayerData>().FindPlayerArray(this.GetComponent<PlayerData>().FindPlayer(enteringCharacterName)); 
             Application.LoadLevel(playerInfo.GetComponent<EnteringPlayerInfo>().info[23]);
         }

We have GameObject playerInfo with EnteringPlayerInfo script and this GO won't be destroyed in order to make player later read that data.

  1. Then we create a server and build player:

      void OnServerInitialized()
         {
             CreatePlayer();
         }
     
         void CreatePlayer()
         {
             connected = true;
             camera.enabled = false;
             camera.gameObject.GetComponent<AudioListener>().enabled = false;
             _go = (GameObject)Network.Instantiate(PlayerPrefab, spawnPointGo.transform.position, spawnPointGo.transform.rotation, 1);
             _go.transform.GetComponentInChildren<Camera>().camera.enabled = true;
             _go.transform.GetComponentInChildren<AudioListener>().enabled = true;
         }
    
    
  2. Then we get our character's data from that undestroyed GameObject PlayerInfo:

          myPlayerdata = GameObject.Find("playerInfo").GetComponent<EnteringPlayerInfo>().info;
     
    
  3. And the last step: here i try to share my data with other players but no one see it. Only My character Gets My Data....

          if (networkView.isMine)
             {
                 if (!dataSet && myPlayerdata.Length > 0)
                 {
                     networkView.RPC("AdjustPlayerDataOnEnterWorld", RPCMode.All, this.networkView.viewID);
                 }
             }
    
         [RPC]
         public void AdjustPlayerDataOnEnterWorld(NetworkViewID id)
         {
             NetworkView view = NetworkView.Find(id);
     
             view.GetComponent<Player>().characterName = myPlayerdata[0];
             //view.GetComponent<Player>().characterName = "name" + UnityEngine.Random.Range(); !!!It was working...!!! every character saw other's name correctly
             view.GetComponent<Player>().level = int.Parse(myPlayerdata[1]);
             view.GetComponent<Player>().raceID = byte.Parse(myPlayerdata[2]);
             view.GetComponent<Player>().curEnergy = int.Parse(myPlayerdata[3]);
             view.GetComponent<Player>().maxEnergy = int.Parse(myPlayerdata[4]);
             view.GetComponent<Player>().money = int.Parse(myPlayerdata[5]);
             view.GetComponent<Player>().meleeAttackRange = float.Parse(myPlayerdata[6]);
             view.GetComponent<Player>().attackSpeed = float.Parse(myPlayerdata[7]);
             view.GetComponent<Player>().dodge = float.Parse(myPlayerdata[8]);
             view.GetComponent<Player>().damage = int.Parse(myPlayerdata[9]);
             view.GetComponent<Player>().forceDamage = int.Parse(myPlayerdata[10]);
             view.GetComponent<Player>().critical = float.Parse(myPlayerdata[11]);
             view.GetComponent<Player>().defRate = int.Parse(myPlayerdata[12]);
             view.GetComponent<Player>().XP = float.Parse(myPlayerdata[13]);
             view.GetComponent<Player>().lastPosX = float.Parse(myPlayerdata[14]);
             view.GetComponent<Player>().lastPosY = float.Parse(myPlayerdata[15]);
             view.GetComponent<Player>().lastPosZ = float.Parse(myPlayerdata[16]);
             view.GetComponent<Player>().bbSkill = float.Parse(myPlayerdata[17]);
             view.GetComponent<Player>().rangeSkill = float.Parse(myPlayerdata[18]);
             view.GetComponent<Player>().mageSkill = float.Parse(myPlayerdata[19]);
             view.GetComponent<Player>().shieldSkill = float.Parse(myPlayerdata[20]);
             view.GetComponent<Player>().defSkill = float.Parse(myPlayerdata[21]);
             view.GetComponent<Player>().launchSkill = float.Parse(myPlayerdata[22]);
             view.GetComponent<Player>().lastLoc = myPlayerdata[23];
             view.GetComponent<Player>().gender = myPlayerdata[24];
             dataSet = true;
         }
    

here i try to show my name above head. Every player has NameAbove child GameObject wich contaions GUIText:

 void Update()
 {
             this.gameObject.transform.FindChild("NameAbove").GetComponent<GUIText>().text = characterName;
 
 }

I beg u guys, help me please to solve this annoing problem. Every one recieves only his data. I cant share it with others.

P.S. In method AdjustPlayerDataOnEnterWorld() when i used view.GetComponent().characterName = "name" + UnityEngine.Random.Range();

random name generations IT WORKED PERFECTLY over Network. It was synchronized successfully.

OR IF THE REASON IS IN THE METHOD OF SETTING DATA(WITH INDESTROYING GAMEOBJECT BEFORE SERVER WAS CREATED); HOW TO CREATE PLAYER GO OR PLAYERDATAINFO GO BEFORE SERVER WAS INITED......

Thanx!

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avatar image Crystalline · May 31, 2015 at 08:47 PM 0
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Try using Rpc$$anonymous$$ode.Others.

avatar image epicVoodoo · May 31, 2015 at 09:35 PM 0
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But where?

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