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
0
Question by MrVopemz · Nov 23, 2012 at 12:48 AM · errorfpscs0103

CS0103 Error

I am getting this error for my script

Assets/Scripts/MenuManager.cs(87,39): error CS0103: The name `pl' does not exist in the current context

This is the MenuManager Script -

 using UnityEngine;
 using System.Collections;
 
 public class MenuManager : MonoBehaviour {
 
     
     public string CurrentMenu;
     
     public string MatchName = "";
     
     public string MatchPassword = "";
     
     public int MatchMaxPlayers = 32;
     
     private Vector2 ScrollLobby = Vector2.zero;
     
     void Start()
     {
         CurrentMenu = "Main";
         MatchName = "Insert Name Here " + Random.Range(0, 5000);
     }
     
     
     
     void OnGUI()
     {
         if(CurrentMenu == "Main")    
         Menu_Main();
         
         if(CurrentMenu == "Lobby")    
         Menu_Lobby();
         
         if(CurrentMenu == "Host")    
         Menu_HostGame();
     }
     
     public void NavigateTo(string nextmenu)
     {
         CurrentMenu = nextmenu;
         
     
     }
     
     private void Menu_Main()
     {
         if(GUI.Button(new Rect(10,10,200,50), "Host Game"))
         {
             NavigateTo("Host");    
         }    
         
         if(GUI.Button(new Rect(10,70,200,50), "Refresh"))
         {
             MasterServer.RequestHostList("Deathmatch");    
         }    
         
         GUI.Label (new Rect(220, 10, 130, 30),"Player Name");
         MultiplayerManager.instance.PlayerName = GUI.TextField(new Rect(350,10,150,30), MultiplayerManager.instance.PlayerName);
         if(GUI.Button(new Rect(520,10,100,30), "Save Name"))
         {
             PlayerPrefs.GetString("PlayerName", MultiplayerManager.instance.PlayerName);
         }    
         GUILayout.BeginArea(new Rect(Screen.width - 400, 0, 400, Screen.height), "Server List", "Box");
         GUILayout.Space(20);
         foreach (HostData match in MasterServer.PollHostList())
         {
             GUILayout.BeginHorizontal("Box");
             
             GUILayout.Label(match.gameName);
             
             if (GUILayout.Button("Connect"));
             {
                 Network.Connect(match);
             }
             
             GUILayout.EndHorizontal();
         }    
             
         GUILayout.EndArea();
     }
     
             
     private void Menu_Lobby()
     {
         ScrollLobby = GUILayout.BeginScrollView(ScrollLobby, GUILayout.MaxWidth(200));        
         foreach (MPPlayer pl in MultiplayerManager.instance.PlayerList);
         {
             GUILayout.Box(pl.PlayerName);        
         }
         
         GUILayout.EndScrollView();
     }
     
     private void Menu_HostGame()
     {
         if(GUI.Button(new Rect(10,10,200,50), "Back"))
         {
             NavigateTo("Main");    
         }
             if(GUI.Button(new Rect(10,65,200,50), "Start Server"))
         {
             MultiplayerManager.instance.StartServer(MatchName, MatchPassword, MatchMaxPlayers);
         }    
         
         GUI.Label (new Rect(220, 10, 130, 30),"Match Name");
         MatchName = GUI.TextField(new Rect(400,10,200,30), MatchName);
         
         GUI.Label (new Rect(220, 50, 130, 30),"Match Password");
         MatchPassword = GUI.TextField(new Rect(400,50,200,30), MatchPassword);
     
         GUI.Label (new Rect(220, 90, 130, 30),"Match Max Players");
         GUI.Label (new Rect(400,90,200,30),MatchMaxPlayers.ToString());
         MatchMaxPlayers = Mathf.Clamp(MatchMaxPlayers, 8, 32);
     
         if(GUI.Button(new Rect(425,90,25,30), "+"))
         MatchMaxPlayers += 2;
     
         if(GUI.Button(new Rect(450,90,25,30), "-"))
         MatchMaxPlayers -= 2;    
     }
     
     void OnServerInitialized()
     {
         NavigateTo("Lobby");
     
     }
     
     void OnConnectedToServer()
     {
         NavigateTo("Lobby");
         
     }
 
     
 
 
 
 }

And this is the MultiPlayer Manager

 using UnityEngine;
 using System.Collections;
 using System.Collections.Generic;
 
 
 public class MultiplayerManager : MonoBehaviour 
 {    
     public static MultiplayerManager instance;
     
     public string PlayerName = "";
     private string MatchName = "";
     private string MatchPassword = "";
     private int MatchMaxUsers = 32;
     
     public List<MPPlayer> PlayerList = new List<MPPlayer>();
     
     
     void Start()
     {
         instance = this;
         PlayerName = PlayerPrefs.GetString("PlayerName");
     }
 
     public void StartServer(string servername, string serverpassword, int maxusers)
     {
         MatchName = servername;
         MatchPassword = serverpassword;
         MatchMaxUsers = maxusers;
         Network.InitializeServer(MatchMaxUsers, 2550, false);
         MasterServer.RegisterHost("Deathmatch", MatchName, "Name");
         //Network.InitializeSecurity();
     }
 
     void OnServerInitialized()
     {
         Server_PlayerJoinRequest(PlayerName, Network.player);
     
     }
     
     void OnConnectedToServer()
     {
         networkView.RPC("Server_PlayerJoinRequest()", RPCMode.Server, PlayerName, Network.player );
         
     }
 
     void OnPlayerDisconnected(NetworkPlayer id)
     {    
         networkView.RPC("Client_RemovePlayer()", RPCMode.All, id);
     }
     
     [RPC]
     void Server_PlayerJoinRequest(string PlayerName, NetworkPlayer view)    
     {
         networkView.RPC("Client_AddPlayerToList", RPCMode.All, PlayerName, view);    
     }
     
     [RPC]
     void Client_AddPlayerToList(string Playername, NetworkPlayer view)
     {
         MPPlayer tempplayer = new MPPlayer();
         tempplayer.PlayerName = Playername;
         tempplayer.PlayerNetwork = view;
         PlayerList.Add(tempplayer);
     }
 
     [RPC]
     void Client_RemovePlayer(NetworkPlayer view)
     {
         MPPlayer temppl = null;
         
         foreach(MPPlayer pl in PlayerList)
         {
             if(pl.PlayerNetwork == view)
             {
                 temppl = pl;
                 
             }    
         }    
         if(temppl != null)
         {
             PlayerList.Remove(temppl);
         }    
     }
 }
 
 public class MPPlayer
 {
     public string PlayerName = "PlayerName";
     public NetworkPlayer PlayerNetwork;
     
 }


I used this tutorial Thanks :D If you help I will put your name in the credits

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
1
Best Answer

Answer by Shrandis · Nov 23, 2012 at 07:56 AM

In your MenuManager script:

   private void Menu_Lobby()
     {
        ScrollLobby = GUILayout.BeginScrollView(ScrollLobby, GUILayout.MaxWidth(200));       
        foreach (MPPlayer pl in MultiplayerManager.instance.PlayerList);
        {
          GUILayout.Box(pl.PlayerName);       
        }
 
        GUILayout.EndScrollView();
     }

Remove the semicolon that is directly after foreach.

Comment
Add comment · Show 1 · 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
avatar image Shrandis · Nov 23, 2012 at 07:56 AM 0
Share

Please don't forget to click thumbs up and checkmark icons near the answer to close the question if the answer is correct.

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

10 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Multiple Cars not working 1 Answer

what is wrong with this online FPS script(not done) ? 1 Answer

Argument out of Range 1 Answer

NullReferenceException 1 Answer

Compiler error: BCE0044: unexpected char: 0xFFFD 2 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