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Question by Thesaurus1233 · May 06, 2014 at 05:24 PM · networkconnection

Connecting twice problem

Hi, i have a problem with unity networking, but because a don't know how to explain it i filmed a video

Link here

Here is the script

 using UnityEngine;
 
 using System.Collections;
 
 using System.Collections.Generic;
 
  
 
 public class NetworkManager : MonoBehaviour {
 
     public string PlayerName;
 
     public string MatchName;
 
     public static NetworkManager Instance;
 
     public List<Player> PlayerList = new List<Player>();
 
     public Player MyPlayer;
 
     // Use this for initialization
 
  
 
     void Awake(){
 
         Instance = this;
 
     }
 
  
 
     void Start () {
 
         DontDestroyOnLoad(gameObject);
 
     }
 
     
 
     // Update is called once per frame
 
     void Update () {
 
         PlayerName = PlayerPrefs.GetString("PlayerName");
 
     }
 
  
 
     public void StartServer(string ServerName, int MaxPlayers){
 
         Network.InitializeSecurity();
 
         Network.InitializeServer(MaxPlayers, 25565, true);
 
         MasterServer.RegisterHost("FPsMulty",ServerName, "");
 
         Debug.Log("Se empezo el server");
 
     }
 
     void OnPlayerConnected(NetworkPlayer id){
 
         networkView.RPC("Server_PlayerJoined",RPCMode.Server,PlayerName,id);
 
         foreach(Player pl in PlayerList){
 
             networkView.RPC("Client_PlayerJoined",id,pl.PlayerName,pl.OnlinePlayer);
 
         }
 
     }
 
  
 
     void OnServerInitialized(){
 
         Server_PlayerJoined(PlayerName,Network.player);
 
     }
 
  
 
     void OnConnectedToServer(){
 
         networkView.RPC("Server_PlayerJoined",RPCMode.Server, PlayerName, Network.player);
 
     }
 
  
 
     void OnPlayerDisconnected(NetworkPlayer id){
 
         networkView.RPC("RemovePlayer", RPCMode.All, id);
 
         Network.RemoveRPCs(id);
 
     }
 
  
 
     void OnDisconnectedFromServer(NetworkDisconnection info){
 
             PlayerList.Clear();
 
     }
 
         
 
     [RPC]
 
     public void Server_PlayerJoined(string Username, NetworkPlayer id){
 
         networkView.RPC("Client_PlayerJoined",RPCMode.All, Username, id);
 
     }
 
     [RPC]
 
     public void Client_PlayerJoined(string Username, NetworkPlayer id){
 
         Player temp = new Player();
 
         temp.PlayerName = Username;
 
         temp.OnlinePlayer = id;
 
         PlayerList.Add(temp);
 
         if(Network.player == id){
 
             MyPlayer = temp;
 
         }
 
     }
 
     [RPC]
 
     public void RemovePlayer(NetworkPlayer id){
 
         Player temp = new Player();
 
         foreach(Player pl in PlayerList){
 
             if(pl.OnlinePlayer == id){
 
                 temp = pl;
 
             }
 
         }
 
         if(temp != null){
 
             PlayerList.Remove(temp);
 
         }
 
     }
 
 }
 
  
 
 [System.Serializable]
 
     public class Player{
 
     public string PlayerName;
 
     public NetworkPlayer OnlinePlayer;
 
 }

and

 using UnityEngine;
 
 using System.Collections;
 
  
 
 public class Menu : MonoBehaviour {
 
  
 
     public Menu  instance;
 
     private string CurMenu;
 
     public string Nombre;
 
     public string MatchName = "Name";
 
     public int Players;
 
     // Use this for initialization
 
  
 
     void Start () {
 
         CurMenu = "Main";
 
         instance = this;
 
         Nombre = PlayerPrefs.GetString("PlayerName");
 
     }
 
     
 
     // Update is called once per frame
 
     void Update () {
 
  
 
     }
 
  
 
     void ToMenu(string menu){
 
         CurMenu = menu;
 
     }
 
  
 
     void OnGUI(){
 
         if(CurMenu == "Main")
 
             Main();
 
         if(CurMenu == "Host")
 
             Host();
 
         if(CurMenu == "Lobby")
 
             Lobby();
 
         if(CurMenu == "List")
 
             MatchList();
 
     }
 
  
 
     private void Main(){
 
         if (GUI.Button(new Rect(0,0,128,32),"Crea una partida")){
 
             ToMenu("Host");
 
         }
 
         Nombre = GUI.TextField(new Rect(130,0,128,32),Nombre);
 
         if (GUI.Button(new Rect(260,0,128,32),"Guardar")){
 
             PlayerPrefs.SetString("PlayerName", Nombre);
 
         }
 
         if (GUI.Button(new Rect(0,33,128,32),"Lista de Servidores")){
 
             ToMenu("List");
 
         }
 
     
 
   }
 
  
 
     private void Host(){
 
         if (GUI.Button(new Rect(0,0,128,32),"Empezar")){
 
             NetworkManager.Instance.StartServer(MatchName, Players);
 
             ToMenu("Lobby");
 
         }
 
  
 
         if (GUI.Button(new Rect(0,33,128,32),"Atras")){
 
             ToMenu("Main");
 
         }
 
             MatchName = GUI.TextField(new Rect(130,0,128,32),MatchName);
 
             GUI.Label(new Rect(260,0,128,32),"Nombre de la partida");
 
             Players =Mathf.Clamp(Players,0,32);
 
             GUI.Label(new Rect(136,33,128,32),"Jugadores Máximos");
 
             if (GUI.Button(new Rect(265,33,32,32),"+"))
 
                 Players ++;
 
         GUI.Label(new Rect(320,33,64,32),Players.ToString());
 
         if (GUI.Button(new Rect(345,33,32,32),"-"))
 
             Players --;
 
     }
 
  
 
     private void Lobby(){
 
         if(Network.isServer){
 
         if (GUI.Button(new Rect(Screen.width - 128,Screen.height - 64,128,32),"Empezar")){
 
             
 
         }
 
         }
 
         
 
         if (GUI.Button(new Rect(Screen.width - 128,Screen.height - 32,128,32),"Atras")){
 
             ToMenu("Host");
 
         }
 
  
 
         GUILayout.BeginArea(new Rect(0,0,Screen.width/2,Screen.height));
 
         foreach(Player pl in NetworkManager.Instance.PlayerList){
 
             GUILayout.Label(pl.PlayerName);
 
         }
 
         GUILayout.EndArea();
 
     }
 
  
 
     private void MatchList(){
 
         if (GUI.Button(new Rect(0,0,128,32),"Refrescar")){
 
             MasterServer.RequestHostList("FPsMulty");
 
         }
 
         if (GUI.Button(new Rect(0,33,128,32),"Atras")){
 
             ToMenu("Main");
 
         }
 
  
 
         GUILayout.BeginArea(new Rect(Screen.width / 2,0,Screen.width / 2,Screen.height),"Lista de Servidores","box");
 
         foreach(HostData hd in MasterServer.PollHostList()){
 
             GUILayout.BeginHorizontal();
 
             GUILayout.Label(hd.gameName);
 
             if (GUILayout.Button("Conectar")){
 
                 Network.Connect(hd);
 
                 ToMenu("Lobby");
 
             }
 
             GUILayout.EndHorizontal();
 
         }
 
         GUILayout.EndArea();
 
     }
 
 }

If someone could help I would be very grateful.

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avatar image Graham-Dunnett ♦♦ · May 06, 2014 at 08:33 PM 0
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http://forum.unity3d.com/threads/244473-Connecting-twice-problem

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