Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
1
Question by Panther217 · Jun 18, 2014 at 10:23 PM · networkserverclientviewpublic

Why is this public variable the same on client and server?

This isn't a big deal but I noticed some odd behavior. In my code I have a NetworkManager, with a script attached. It has a Network View but it's set to State Synchronization=Off, Observed=None. My "client" and my "server" are actually in the same project.

I wanted to make sure the user doesn't try to connect a client that is a different version than the server. So I created a:

 public float myClientOrServerVersion = 0.16f;

Then I build the server with that. Then I change the number to 0.17. Then I build the client. The problem is that when it runs, both the client and server think it's 0.16. Somehow Unity is forcing my client's value of the variable to be the same as the server! But my understanding is the client and server keep their own variables, even when there's a Network View in play. And I get that a "public" variable is like a global; it is visible to other code. But even over the network?

When I change the variable definition to:

 static float myClientOrServerVersion = 0.16f;

Then the code works: using RPC I'm able to differentiate the client and server versions.

If I'm right and this is weird behavior, let me know and I can enter it into the issue tracker. BTW I didn't search to see if this issue was already found.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by Bunny83 · Jun 19, 2014 at 12:25 AM

Well, the answer is simple :D

You stepped into the "serialization trap". public variables are serialized by Unity. That way you can edit them in the inspector and they have their value saved. Changing the field-initializer in the script won't change anything since Unity deserializes the variable from the serialized data. If you want to specify the value in the script, don't let Unity serialize this variable by:

  • make the variable private.

  • adding the NonSerialized attribute to your variable

  • make it a property

The usual way is to declare such varibles private. If you need access from outside, either use a get-method (GetVersion for example) or use a property:

     private float m_Version = 0.16f;
     public float Version
     {
         get { return m_Version; }
     }

or simply:

     public float Version
     {
         get { return 0.16f; }
     }


Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

network.RPC behavior 1 Answer

Server and network views 0 Answers

Client side prediction from the Networking Example 0 Answers

use Network.InitializeServer multiple time - multiple hosts 0 Answers

Syncronization issues between server and client, using the OnStartServer() function, 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges