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Question by ajaybhojani · Dec 17, 2015 at 05:30 PM · 2dspriteimage

Can we use unity4.6 UI Image to instantiate in multilayer environment ?

hi.. i have tried a lot unity image for 2D game but getting problem in serialization

Can we use unity 4.6 UI Image to instantiate in multilayer environment ? If possible then give me some hint or code..

Or we can only use 2d Component - sprite , to successfully spawn in photon multi player?

Thank you

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avatar image Fattie · Dec 17, 2015 at 06:24 PM 0
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Just use RPC commands to do anything you want on each instantiation. General discussion: http://answers.unity3d.com/answers/332136/view.html

You mention "photon", just don't use it

Finally: there is very little reason to use Unity4 today. You must change to Unity5. You're truly wasting your time with Unity4.

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Answer by ajaybhojani · Dec 19, 2015 at 09:03 AM

Thanks for answer. I did using RPC but not succeed. Image as prefab is instantiating using PUN, But does not displaying in screen , means I cant set position and scale of UI Image in sprite. Here is my code.

void StartSpawnProcess (float respawntime) { StartCoroutine ("SpawnPlayer", respawntime);

 }
 
 IEnumerator SpawnPlayer (float respawntime)
 {
     yield return new WaitForSeconds (respawntime);
     Debug.Log (Spanpoints);
     int index = Random.Range (0, Spanpoints.Length);

     player = PhotonNetwork.Instantiate ("toprightplayer", Spanpoints [index].position,Spanpoints[index].rotation,0);
 


     player.transform.SetParent(GameObject.Find("Panel").transform);

     player.transform.GetComponent<RectTransform> ().anchorMax = new Vector3 (Spanpoints [index].anchorMax.x,Spanpoints [index].anchorMax.y);
     player.transform.GetComponent<RectTransform> ().anchorMin = new Vector3 (Spanpoints [index].anchorMin.x,Spanpoints [index].anchorMin.y);
     player.transform.GetComponent<RectTransform> ().offsetMax = new Vector3 (Spanpoints [index].offsetMax.x, Spanpoints [index].offsetMax.y);
     player.transform.GetComponent<RectTransform> ().offsetMin = new Vector3 (Spanpoints [index].offsetMin.x, Spanpoints [index].offsetMin.y);//
     player.transform.GetComponent<RectTransform>().anchoredPosition = Spanpoints[index].anchoredPosition;
     player.transform.GetComponent<RectTransform>().anchoredPosition3D = Spanpoints[index].anchoredPosition3D;
     player.transform.GetComponent<RectTransform>().sizeDelta = Spanpoints[index].sizeDelta;
     player.transform.GetComponent<RectTransform>().pivot = Spanpoints[index].pivot;            
 }


And also serialize like this :

void StartSpawnProcess (float respawntime) { StartCoroutine ("SpawnPlayer", respawntime);

 }
 
 IEnumerator SpawnPlayer (float respawntime)
 {
     yield return new WaitForSeconds (respawntime);
     Debug.Log (Spanpoints);
     int index = Random.Range (0, Spanpoints.Length);

     player = PhotonNetwork.Instantiate ("toprightplayer", Spanpoints [index].position,Spanpoints[index].rotation,0);
 


     player.transform.SetParent(GameObject.Find("Panel").transform);

     player.transform.GetComponent<RectTransform> ().anchorMax = new Vector3 (Spanpoints [index].anchorMax.x,Spanpoints [index].anchorMax.y);
     player.transform.GetComponent<RectTransform> ().anchorMin = new Vector3 (Spanpoints [index].anchorMin.x,Spanpoints [index].anchorMin.y);
     player.transform.GetComponent<RectTransform> ().offsetMax = new Vector3 (Spanpoints [index].offsetMax.x, Spanpoints [index].offsetMax.y);
     player.transform.GetComponent<RectTransform> ().offsetMin = new Vector3 (Spanpoints [index].offsetMin.x, Spanpoints [index].offsetMin.y);//
     player.transform.GetComponent<RectTransform>().anchoredPosition = Spanpoints[index].anchoredPosition;
     player.transform.GetComponent<RectTransform>().anchoredPosition3D = Spanpoints[index].anchoredPosition3D;
     player.transform.GetComponent<RectTransform>().sizeDelta = Spanpoints[index].sizeDelta;
     player.transform.GetComponent<RectTransform>().pivot = Spanpoints[index].pivot;            
 }



Please tell me where i have put wrong code..

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