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Question by fjalla · Jan 16, 2014 at 03:28 PM · networkscorerpcauthoritativestate synchronization

Best way to synchronize game scores?

Hello.

I've got a problem. I've got a authoritative server based game, and I want to sync the team scores between players.

I've got 2 options:

1: State sync 2: Buffered RPC calls

I want to have several actions done on score, frag etc. like an anouncer on the clients saying "Blue scored" or "Fragged by PlayerNameHere", but I also want late-comers to get these values.

Thanks.

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avatar image HuskyPanda213 · Jan 17, 2014 at 04:14 AM 1
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Use RPCs sending killer, killed, info, and send it when a player is killed, also use rpc's to send data when a OnPlayerConnected(){} But I would not do that with newcomers, and I cannot think of any game does that. For scores, just send to a gameobject, premade in scene with only 1 instance to hold data use RPC calls to send the next kill, and use if(Network.isServer){} on OnPlayerConnected(){} to sync to newcomers

avatar image fjalla · May 08, 2014 at 02:18 PM 0
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Wow, forgot about this question, sorry.

But it WAS very useful to me :)

In fact the game is nearing the first beta, thanks.

I did it as you said, scores are synced with RPCs, called everytime an event happens on the server.

When a client connects, it just sends a request for the current state of the scores, and builds upon those scores.

Thanks again, please convert to an answer so I can vote as solved :)

avatar image andysctu · Mar 08, 2016 at 08:10 AM 0
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I tried to do this as well, having one game object as the Game$$anonymous$$anager, with a script attached to it that stores the player scores on as a dictionary . However, whenever I try to call an RPC like RpcUpdateScore( ... ) on this object, I get a NullException error on the clients. It seems like on the clients, they can't find the Game$$anonymous$$anager object. Any tips?

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