PhotonOnSerializeView() Only working sometimes
Hi,
I am developing a multiplayer 1v1 area game in unity.
I have what seems to be very strange behavior with OnPhotonSerializeView(). (very bottom of the code snippet) I use it to sync the m_CurrentLaunchForce of my projectile so that the force applied to the RigidBody is sync'd for all clients.
If i open two instances of the game sometimes it will work flawlessly and I can see in the debug.log that reading and writing is taking place and for both clients the projectiles are being synced.
The problem is that sometimes only one or even both of the players shots will not be synced causing the projectile on instance 1 to go further than on the other. I don't understand how it can behave like this: and it seems to be random which of the 3 below scenarios will take place in my testing.
Scenario1: Both clients synced / all shots fired sync Scenario2: Only one player is having their shots fired sync Scenario3: Both players are not syncing
if (view.IsMine)
{
// The slider should have a default value of the minimum launch force.
m_AimSlider.value = m_MinLaunchForce;
// If the max force has been exceeded and the shell hasn't yet been launched...
if (m_CurrentLaunchForce >= m_MaxLaunchForce && !m_Fired)
{
// ... use the max force and launch the shell.
m_CurrentLaunchForce = m_MaxLaunchForce;
//Fire();
view.RPC("Fire", RpcTarget.AllBuffered);
}
// Otherwise, if the fire button has just started being pressed...
else if (CnInputManager.GetButtonDown(m_FireButton))
{
// ... reset the fired flag and reset the launch force.
m_Fired = false;
m_CurrentLaunchForce = m_MinLaunchForce;
// Change the clip to the charging clip and start it playing.
m_ShootingAudio.clip = m_ChargingClip;
m_ShootingAudio.Play();
}
// Otherwise, if the fire button is being held and the shell hasn't been launched yet...
else if (CnInputManager.GetButton(m_FireButton) && !m_Fired)
{
// Increment the launch force and update the slider.
m_CurrentLaunchForce += m_ChargeSpeed * Time.deltaTime;
m_AimSlider.value = m_CurrentLaunchForce;
}
// Otherwise, if the fire button is released and the shell hasn't been launched yet...
else if (CnInputManager.GetButtonUp(m_FireButton) && !m_Fired)
{
// ... launch the shell.
//Fire();
view.RPC("Fire", RpcTarget.AllBuffered);
}
}
}
[PunRPC]
public void Fire()
{
// Set the fired flag so only Fire is only called once.
m_Fired = true;
// Create an instance of the shell and store a reference to it's rigidbody.
Rigidbody shellInstance =
Instantiate(m_Shell, m_FireTransform.position, m_FireTransform.rotation) as Rigidbody;
//meObject shellInstance = PhotonNetwork.Instantiate(m_Shell.name, m_FireTransform.position, m_FireTransform.rotation);
//gidbody shellRb = shellInstance.GetComponent<Rigidbody>();
// Set the shell's velocity to the launch force in the fire position's forward direction.
shellInstance.velocity = m_CurrentLaunchForce * m_FireTransform.forward * m_LaunchForceModifier;
// Change the clip to the firing clip and play it.
m_ShootingAudio.clip = m_FireClip;
m_ShootingAudio.Play();
// Reset the launch force. This is a precaution in case of missing button events.
m_CurrentLaunchForce = m_MinLaunchForce;
}
public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
{
if (stream.IsWriting)
{
stream.SendNext(m_CurrentLaunchForce);
Debug.Log(m_CurrentLaunchForce + " Writer");
}
else
{
m_CurrentLaunchForce = (float)stream.ReceiveNext();
Debug.Log(m_CurrentLaunchForce + " Reader");
}
}
}