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Question by Duke Euphoria · Oct 03, 2012 at 05:29 PM · multiplayernetworkspawning

Multiplayer. Destroying player object on Host/Server

Hi all

I have a very rudimentary multiplayer game set up and mostly working. There is however one irritating bug. When the Server player disconnects and then re-starts the server clients then see extra players, as though one or more of them has been duplicated.

I have a hunch that it's connected to the function below, which somewhat surprisingly isn't called when the server disconnects.

Any clues for the clueless ?

     void    OnPlayerDisconnected (NetworkPlayer player)
     {
         Debug.Log("Host Destroyed disconnected Player"+player.ipAddress);
         
         Network.RemoveRPCs(player, 0);
         Network.DestroyPlayerObjects(player);
 
         PlayerCamera.CameraTarget=transform;
     }
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Answer by moka_one · Oct 10, 2012 at 05:31 PM

hey! this function above is called only on the server side whenever a client is disconected. If you want a function to be called when the server disconects from the client on the client side then it's OnDisconnectedFromServer

http://docs.unity3d.com/Documentation/ScriptReference/MonoBehaviour.OnDisconnectedFromServer.html

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avatar image Duke Euphoria · Oct 10, 2012 at 05:34 PM 0
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$$anonymous$$any thanks.

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Answer by fujindevil · Oct 10, 2012 at 05:31 PM

when you instantiate the GameObject of the player keep it in a list or array and when the player disconnects delete that object form the list/array.

What i usualy do is:

make a Player object in the player object you have all the player variables.

like networkPlayer, gameObject etc.

then you loop on a disconnect trough all players and check the NP, if it matches destroy the GameObject.

Cheers

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avatar image Duke Euphoria · Oct 10, 2012 at 05:35 PM 0
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Is that not what

 Network.DestroyPlayerObjects(player);

is intended to do ?

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