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Question by lokstok · Feb 21, 2012 at 10:18 PM · networkingonserializenetworkview

Network syncing between Clients

Does OnSerializeNetworkView only work between a client and a server? Does it work between 2 clients as well?

I have an architecture where the clients need to communicate with each other on a regular basis.. RPC is not an option, so I tried doing this using the OnSerializeNetworkView, but for some reason, when the stream is reading, I do not get any values from the stream.

When I check the log on the server, it is getting values from both the clients. So is this actually how communication works using the OnSerializeNetworkView syncing method?

Thanks!

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avatar image asafsitner · Feb 22, 2012 at 02:20 PM 1
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OnSerializeNetworkView routes the information through the server to everyone who has a game object with the same viewID - all clients, and the server, without any filtering options.

avatar image lokstok · Feb 22, 2012 at 10:19 PM 0
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Oh! I did not know that.. I had an if (client) condition in the OnSerializeNetworkView method, which was preventing this from happening. As a result I was getting 0 values when I was reading on the client. But removing that condition solved the problem! Thanks!!

avatar image asafsitner · Feb 22, 2012 at 10:35 PM 0
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$$anonymous$$y pleasure.

Remember also that the NetworkPlayer who called either Network.Instantiate or Network.AllocalteViewID is the owner of that object as far as the network is concerned (the last player to call AllocateViewID takes ownership of that object) and is the one where the stream.isWriting will return true.

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