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Question by Bluestrike · Nov 01, 2012 at 02:23 PM · multiplayernetworkloadlevelstartawake

Awake and start functions execute twice in multiplayer game

Awake and start functions execute twice. Both on the server and the client. On the server when the client connects, on the client just 2 times after eatchother. Anyone with an idea's what may cause this behavior?

Because of this my server spawns 3 players (instead of 2) and on my client there are 4 (instead of 2)

Code:

 function Awake() 
 {
     if(Network.isServer)
     {
         Debug.Log("Server Awake function");
     }
     else if(Network.isClient)
     {
         Debug.Log("Client Awake function");
     }
 }
 
 function Start() 
 {
     if(Network.isServer)
     {
         Debug.Log("Server start function");
     }
     else if(Network.isClient)
     {
         Debug.Log("Client Start function");
     }
 }
 

Result: alt text

serverissue.jpg (26.8 kB)
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Answer by Bluestrike · Nov 01, 2012 at 06:56 PM

This had something to do with my loadlevel being called from a networkview trough a rpc call.

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avatar image supercouge · Jul 19, 2013 at 12:56 PM 0
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I have a similar issue. Please, can you be more precise on how you resolved your problem? Thx :)

avatar image Bluestrike · Jul 19, 2013 at 01:37 PM 0
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$$anonymous$$y load level was being called twice, I don't recall the exact situation anymore but I removed @RPC from a sertain function and no longer called that function trough an rpc.

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Answer by markpdolby · Nov 01, 2012 at 02:34 PM

Use Network.isClient or Network.isServer as a condition before your awake and start code, using Network.isServer will only be true when the server runs the code and a client will not.

 void Start(){
     if(Network.isServer)
     {
        //Do code here
     }
 }
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avatar image Bluestrike · Nov 01, 2012 at 02:45 PM 0
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Have it in my code, added to my question :)

avatar image markpdolby · Nov 01, 2012 at 03:39 PM 0
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Ah ok, have you tried using the function OnPlayerConnected maybe? http://docs.unity3d.com/Documentation/ScriptReference/Network.OnPlayerConnected.html

It might be a more reliable way to spawn a player.

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