- Home /
 
               Question by 
               khalidhex · Dec 01, 2016 at 10:13 PM · 
                c#networkingmultiplayermultiplayer-networking  
              
 
              send data from client to local server
Hello ..
I'm new to unity networking and I'm trying to transform my single player card game to multiplayer........ basically i have two scenes client and server and I'm trying to send the (card name) that the client throw to the server ........... but it's return Null when already there is a card in the throw zone .
 #pragma warning disable 618 
 using UnityEngine;
 using UnityEngine.Networking;
 using System.Collections;
 public class MainNetwork : NetworkBehaviour
 {
 
     public string IP = "127.0.0.1";
     public int PORT = 25001;
 
     void OnGUI()
     {
         if (Network.peerType == NetworkPeerType.Disconnected)
         {
             if (GUI.Button(new Rect(100, 100, 100, 25), " Start Client"))
             {
                 Network.Connect(IP, PORT);
             }
             if (GUI.Button(new Rect(100, 125, 100, 25), " Start Server"))
             {
                 Network.InitializeServer(3, PORT, true);
             }
         }
         else
         {
             if (Network.peerType == NetworkPeerType.Client)
             {
                 GUI.Label(new Rect(100, 100, 100, 25), " Client Loged");
 
                 if (GUI.Button(new Rect(100, 150, 100, 25), "Log Out"))
                 {
                     Network.Disconnect();
                 }
 
                 if (GUI.Button(new Rect(100, 190, 100, 25), "Thrown Card Name"))
                 {
                     GetComponent<NetworkView>().RPC("run", RPCMode.Server);
                 }
             }
             if (Network.peerType == NetworkPeerType.Server)
             {
                 GUI.Label(new Rect(100, 100, 100, 25), " Server Started");
                 GUI.Label(new Rect(100, 125, 100, 25), "" + Network.connections.Length);
 
                 if (GUI.Button(new Rect(100, 150, 100, 25), "Log Out"))
                 {
                     Network.Disconnect();
                 }
 
             }
         }
     }
     [Client]
     public string ClientThrownCardName()
     {
         var throwzone = GameObject.Find("ThrowZone");
 
        return throwzone.transform.GetChild(0).transform.name;
     }
 
     
     [RPC]
     public void run()
     {
        Debug.Log(ClientThrownCardName());
 
     }
 
 
               Comment
              
 
               
              Your answer
 
 
              koobas.hobune.stream
koobas.hobune.stream 
                       
                
                       
			     
			 
                