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Question by LennyParisi · Apr 13, 2021 at 05:44 AM · multiplayermultiplayer-networkingrpc

Unity MLAPI ServerRPC not getting called

I'm implementing a system in which a player can pickup an item from the game world. After picking the item up, I want to destroy the game object. To do this, I figured I'd make a ServerRPC that deletes the object, but the ServerRPC is not getting called. I tried making a ClientRPC as well, but that one isn't being called either. I noticed that it only gets called when the host of the game tries to pick up the item -- any ideas on how to fix this? The documentation is pretty bare but please let me know if I missed anything. Here is my code:

 public override void Interact(GameObject player)
 {
     player.GetComponent<PlayerInventory>().AddItem(this.item);
     Debug.Log("before");
     TestClientRpc();
     TestServerRpc();
 }
  
  
 [ServerRpc]
 public void TestServerRpc()
 {
     Debug.Log("server");
     // Destroy(gameObject);
 }
  
 [ClientRpc]
 public void TestClientRpc()
 {
     Debug.Log("client");
     // Destroy(gameObject);
 }


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Answer by salem_tanios · Apr 16, 2021 at 07:04 PM

i think you have to put [ServerRpc(RequireOwnership = false)] if you're not the owner

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Answer by yonatanab1 · Mar 16 at 06:09 PM

did you fix it at the end?

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