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Question by Maroku · Apr 20, 2013 at 09:00 AM · networkingnetworkclientserializeonserializenetworkview

OnSerializeNetworkView problems with clients

Hello everyone.

Its the first time i use this function and i have a little problem with it. i want to display the health/maxhealth if the player aims at another player.

At the moment if there is only 1 client connected to the server all runs well but if a second client is connected all players have the health/maxhealth from the server displayed.

 function OnSerializeNetworkView(stream : BitStream, info : NetworkMessageInfo) 
 {
     health = PlayerPrefs.GetInt("Health");
        maxhealth = PlayerPrefs.GetInt("Max Health");    
     if (stream.isWriting) 
     {
         stream.Serialize(health);
         stream.Serialize(maxhealth);
     } 
     else 
     {
            stream.Serialize(health);
            stream.Serialize(maxhealth);
     }
 }

And this is are the lines to change the value for the display

 healthText = hit.transform.GetComponent(PlayerLocalVars).health;
 maxhealthText = hit.transform.GetComponent(PlayerLocalVars).maxhealth;

Some info:

The script "PlayerLocalVars" is attached to the player. The script "PlayerLocalVars" got the Network View component. The server is a player aswell.

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Answer by Maroku · Apr 20, 2013 at 12:14 PM

Problem solved!

i got rid of the OnSerializeNetworkView and used an RPC call.

everytime the health change (regeneration or damage by npcs) i call this RPC

 networkView.RPC("SetHealth", RPCMode.AllBuffered, PlayerPrefs.GetInt("Health"), PlayerPrefs.GetInt("Max Health"), gameObject.networkView.viewID);

and the function does this

 @RPC
 function SetHealth(playerHealth : int, playerMaxHealth : int, viewID : NetworkViewID)
 {
     health = playerHealth;
     maxhealth = playerMaxHealth;
 }

now it doesnt matter if you are server or client.. the health/maxhealth gets displayed correcty for each client and server.

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