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Question by newbieguy · Mar 05, 2014 at 05:41 AM · networkingnetworkserverclientstuck

Network game. Server not responding(stuck).

So, my network game works fine for a while then for some strage reason the server gets stuck(clicking on it says the game is not responding). If i disconnect the client the server loads the main menu fine and works ok again.

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avatar image newbieguy · Mar 05, 2014 at 06:09 AM 0
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I found out it happens when an network object instantiates but not the first time it is spawned but the second time. (I spawn 2 crate object every few secounds.The first time they spawn okay and react okay but the second time the server gets stuck.)

avatar image Kiloblargh · Mar 05, 2014 at 08:07 AM 0
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Post the network spawning code and any error messages you are getting from the server, otherwise we can only guess. Also add Debug.Log messages everywhere you can so you can see at what point it dies.

avatar image newbieguy · Mar 05, 2014 at 07:40 PM 0
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This is the code that is causing the problem...

 void Update{
 
 if(Network.isClient) 
 {
 converted$$anonymous$$ousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
 
 networkView.RPC("mouseRPC", RPC$$anonymous$$ode.All, converted$$anonymous$$ousePosition, ismbdrag, ismbup);
 networkView.RPC("mouse2RPC",RPC$$anonymous$$ode.Server,Input.GetButtonDown("Fire2"));
 
 }
 }
     [RPC]
     void mouse2RPC(bool clientisFire2Pressed)
     {
 
         isFire2Pressed = clientisFire2Pressed;
 
     }
     
     
     [RPC]
     void mouseRPC(Vector3 client$$anonymous$$ouse,bool clientismbdrag,bool clientismbup)
     {
         mousePosition = client$$anonymous$$ouse;
         ismbdrag = clientismbdrag;
         ismbup = clientismbup;
     }

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Answer by newbieguy · Mar 05, 2014 at 08:18 PM

Here is the spawn code for the crate:

 using UnityEngine;
 using System.Collections;
 
 public class CrateSpawner : MonoBehaviour {
 
 
     public float spawnTimer = 10.0f;
 
     
 
     public void SpawnCrates()
     {
             if (Network.isServer)
             {
 
         
                 Network.Instantiate (Resources.Load ("Prefabs/crate2"), this.transform.localPosition, this.transform.rotation, 0);
             }
     }    
 
 
     void Update () {
 
         if (spawnTimer <= 0) {
         
             SpawnCrates();
             spawnTimer = 60.0f;
                 }
 
         else {
             spawnTimer -= Time.deltaTime; 
 
     }
 }
 
 }
 
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avatar image newbieguy · Mar 18, 2014 at 12:30 PM 0
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(SOLVED)

I used the profiler to find what was causing the lag and the problem was the debug messages updating to many times.

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