Problem: Mirror/UNET - No authority on object even when using Command & ClientRpc
Long story: I have made a multiplayer chat using Mirror/Unet that works. I have made it so after x number of seconds, the gameobject that displays the chat (“textContainer”) goes inactive. I would like it so that when client 1 presses “Submit”, all client’s gameobjects for textContainer goes active. But it only works on the client that presses Submit, and not on ALL clients. I have set up the functions in [Client] [Command] and [ClientRpc] but am still getting an error about no authority on object.
I think it is because client 1 does not have authority to request client 2 to activate their UI panel. I thought the Command and ClientRpc would have fixed this issue?
Short story: So, for simplicity, say when client 1 presses the Input for “Submit”, I would like all client’s textContainer GameObjects to go active:
I am hoping someone might be able to point me in the right direction. Cheers.
This script would be attached to the player prefab.
 public GameObject textContainer;
 
 [Client]
 void Update()
 {
         if (Input.GetAxisRaw("Submit") == 1)
         {
               CmdActivateChatClientRPC();
               textContainer.SetActive(true);
     
          }
 }
     
 [Command]
 private void CmdActivateChatClientRPC()
 {
         ActivateChatClientRPC();
 }
     
 [ClientRpc]
 private void ActivateChatClientRPC()
 {
         textContainer.SetActive(true);
             
 }
     
 
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