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Question by D3m0nE · Mar 12, 2013 at 06:04 AM · gameobjectnetworkrpc

Active/Dis-active Gameobject By RPC

Hello Everyone I'm Trying to Active/Dis-active Object and send it by RPC but its notworking

     public GameObject Light1;
     public GameObject Light2;
 
 If(ITurnItOn == True){
 
             Light1.SetActive(true);
             Light2.SetActive(true);
 networkView.RPC("TheLights",RPCMode.OthersBuffered,Light1,Light2,"true");
 
 }
 else{
 
             Light1.SetActive(false);
             Light2.SetActive(false);
 
 networkView.RPC("TheLights",RPCMode.OthersBuffered,Light1,Light2,"false");
                 
 }
 
 
 
     [RPC]
     public void TheLights(GameObject light1,GameObject light2,string Switch){
     if(Switch == "true"){
     light1.SetActive(true);
     light2.SetActive(true);    
     }
     else if(Switch == "false"){
     light1.SetActive(false);
     light2.SetActive(false);        
         }
 
     }
 
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Answer by KiraSensei · Mar 12, 2013 at 07:00 AM

Have a look at this page

You cannot pass a game object as an argument (light1 and light2). Make sure that every player has its variables Light1 and Light2 (the public ones at the beginning of your script) valuated, and your method should be like :

 [RPC]
 public void TheLights(string Switch){
     if(Switch == "true"){
         Light1.SetActive(true);
         Light2.SetActive(true);    
     }
     else if(Switch == "false"){
         Light1.SetActive(false);
         Light2.SetActive(false);     
     }
 }

Note that I called the variables Light1 and Light2 in the method, and not light1 and light2.

Good luck with your game !

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avatar image D3m0nE · Mar 12, 2013 at 09:27 AM 0
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I will test it,, thanks

avatar image D3m0nE · Mar 12, 2013 at 09:38 AM 0
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works perfectly, thx

avatar image HotPhone · Sep 05, 2017 at 08:35 AM 0
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if you want to write a little less and save internet, you could do:

 [RPC]
  public void TheLights(bool Switch){
          Light1.SetActive(Switch);
          Light2.SetActive(Switch);     
  }

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