Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 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 goldenwater128 · Feb 22, 2018 at 02:33 PM · multiplayerphotonmultiplayer-networkingweaponweaponchanging

Weapon switching not registering across players

I am trying to make a FPS multiplayer game and have run into an issue regarding switching between primary and secondary weapons. Although each player is able to see what gun they themselves have equipped, they are unable to see the secondary gun of other players when the other players switch guns. this is the current script that is working for the local player.

using UnityEngine;

public class WeaponSwitch : MonoBehaviour {

 public int  selectedWeapon = 0;

 public GameObject me;

 void Start () {
     SelectWeapon ();
 }
     
 [PunRPC]
 void Update () {
         int previousSelectedWeapon = selectedWeapon;

         if (Input.GetAxis ("Mouse ScrollWheel") > 0f) {
             if (selectedWeapon >= transform.childCount - 1) {
                 selectedWeapon = 0;
             } else
                 selectedWeapon++;
         }

         if (Input.GetAxis ("Mouse ScrollWheel") < 0f) {
             if (selectedWeapon <= 0) {
                 selectedWeapon = transform.childCount - 1;
             } else
                 selectedWeapon--;
         }

         if (previousSelectedWeapon != selectedWeapon) {
             SelectWeapon ();
         }
     }

 [PunRPC]
 public void SelectWeapon ()
 {
     int i = 0;
     foreach (Transform weapon in transform) 
     {
         if (i == selectedWeapon)
         {
             weapon.gameObject.SetActive(true);
         }
         else
             weapon.gameObject.SetActive(false);
         i++;
     }
 }


}

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
2

Answer by ChristianSimon · Feb 22, 2018 at 04:32 PM

Hi,

you don't have to mark each function with the [PunRPC] attribute, just those you actually want to use for RPC calls. Currently the weapon switch is also not synchronized and just processed on your local player. This is one thing that can be handled with a RPC call pretty well. Another thing is that the Input made in this frame will be applied to each object with the above described Update function. This can be avoided by using the if (!GetComponent<PhotonView>().isMine) condition.

Since this are quite a few things that have to be changed, I would recommend you taking a look at the Basics Tutorial first and at the RPCs and RaiseEvent documentation page afterwards.

Comment
Add comment · 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

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

137 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 avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Networking: Keep room alive without active players 0 Answers

Photon - How to spawn enemies that don't have a PhotonView and be synced with other clients 1 Answer

How many current players will I get daily if I have 10k installs 1 Answer

Synchronize multiple spawnpoints (Photon + RCC) 0 Answers

RPC to certain player in room using their nickname/userID 0 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