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Question by marf · Feb 12, 2012 at 07:46 PM · multiplayerfpsnetworkrpclife

Problem with RPC life

Hi, I have a function that if I hit a player call an RPC that change the life of the hit player over the network, this is my code:

int damage = Random.Range(5, 15);

Debug.Log("Calling setlife with value: " + (hit.collider.transform.parent.gameObject.GetComponent().life - damage));

hit.collider.transform.parent.gameObject.GetComponent().RPC("SetLife", PhotonTargets.AllBuffered, (hit.collider.transform.parent.gameObject.GetComponent().life - damage), gameObject.transform);

And this is my RPC:

 [RPC]
 
     void SetLife(int lifeNew, Transform killer)
     {
 
         if (lifeNew > 0)
         {
 
             gameObject.GetComponent<PlayerNetwork>().life = lifeNew;
 
         }
 
         else
         {
 
             Debug.Log("E' morto!");
             gameObject.GetComponent<PlayerNetwork>().life = 0;
             gameObject.GetComponent<PhotonView>().RPC("RespawnPlayer", PhotonTargets.AllBuffered, killer);
 
 
         }
 
     }

If I hit a player in my local player editor I see that the other player's life is changed, but in the other game window (the one where is playing the player who was hit), his life doesn't change.

Why?

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