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Question by Smurfj3 · May 27, 2017 at 02:04 PM · multiplayersynclobby

Unity Multiplayer SyncListStruct lobbymanager only showing on host

I seem not to understand syncliststruct, I am trying to update name tags but it only works on the host.

 void Awake(){
         DontDestroyOnLoad (gameObject);
     }
 
     //the playerlist class deriving from syncliststruct of type PlayerProperties
     public class PlayerList : SyncListStruct<PlayerProperties> {
     }
 
     //Creating new playerlist 
     public PlayerList lst_Players = new PlayerList();
 
     //Add a player to the list
     [Command]
     public void CmdAddPlayerToList(string name, GameObject playerobject){
         lst_Players.Add (new PlayerProperties{ name = name, playerobject = playerobject});    
         RpcSetNameTags ();
     }
 
     //Make all clients update the name tags for all the players that are online
     [ClientRpc]
     private void RpcSetNameTags(){
         foreach (PlayerProperties g in lst_Players) {
             g.playerobject.transform.FindChild ("Canvas").transform.FindChild ("ui_PlayerName").GetComponent<Text> ().text = g.name;
         }
     }
 
     //Removing client from list
     [Command]
     public void CmdRemovePlayerToList(PlayerProperties p){
         lst_Players.Remove(p);    
         RpcSetNameTags ();
     }
 }
 
 //the struct containing playername and the gameobject
 public struct PlayerProperties{
     public string name;
     public GameObject playerobject;
 }

Now in the LobbyManager I call the function CmdAddPlayerToList:

  public override bool OnLobbyServerSceneLoadedForPlayer(GameObject lobbyPlayer, GameObject gamePlayer)
         {            
             //This hook allows you to apply state data from the lobby-player to the game-player
             //just subclass "LobbyHook" and add it to the lobby object.
             GameObject spawnpointblue = SpawnPoints [0];
             GameObject spawnpointred = SpawnPoints [1];
 
             gamePlayer.GetComponent<Player> ().PlayerName = lobbyPlayer.GetComponent<LobbyPlayer> ().playerName;
             gamePlayer.GetComponent<Player> ().TeamColor = lobbyPlayer.GetComponent<LobbyPlayer> ().playerColor;
 
             if (gamePlayer.GetComponent<Player> ().TeamColor == Color.blue) {
                 gamePlayer.transform.position = spawnpointblue.transform.position;
             } else {
                 gamePlayer.transform.position = spawnpointred.transform.position;
             }
 
             Debug.Log ("Gameobject name : " + playermanager.gameObject.name);
             playermanager.GetComponent<PlayerManager> ().CmdAddPlayerToList (lobbyPlayer.GetComponent<LobbyPlayer> ().playerName, gamePlayer);
 
             return true;
         }
 

Please help, I have no idea what I am doing wrong.

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