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
1
Question by DarkScytheStudio · Jan 23, 2016 at 12:35 PM · networkingphoton

Using RPC's to SetActive() Objects with PUN (Photon Networking)

Hey everybody. I have come across an issue that despite the components that run the alternate scripts being disabled and the addition of checking the PlayerPrefs Key in the Input check, all of the abilities activate simultaneously. (each ability's component starts off disabled and the ability manager enables them based upon PlayerPrefs).

Now, the code works just fine using the standard blah.SetActive(); setup. The issue only arises when I switch to an RPC so that the abilities activation will show on all clients.

I've been searching around to see if I can figure out how to fix this issue, I've done some reading on RPCs and in that context it all seems fine. I feel like i'm missing a really simple but significant line of code somewhere.

 using UnityEngine;
 using System.Collections;
 
 public class NavalChakraProjVomit : Photon.MonoBehaviour {
 
     public AudioClip vomitAudio;
 
     public float cooldownTimer = 5f;
     public float cooldownTimeRemaining = 0f;
 
     public float activationTimer = 4f;
     public float activationTimeRemaining = 0f;
 
     public GameObject vomitPrefab;
 
     private bool activated = false;
 
     // Use this for initialization
     void Start () {
         activationTimeRemaining = activationTimer;
     }
     
     // Update is called once per frame
     void Update () {
 
         cooldownTimeRemaining -= Time.deltaTime;
         if (Input.GetButtonDown ("Ability1") && cooldownTimeRemaining <= 0 && activated != true && PlayerPrefs.GetInt("OffenseDrug") == 1) {
             if(photonView.isMine){
                 UseAbility ();
             }
         }
 
         if(activated == true){
             activationTimeRemaining -= Time.deltaTime;
             if(activationTimeRemaining <= 0f){
                 cooldownTimeRemaining = cooldownTimer;
                 photonView.RPC ("DisableObject", PhotonTargets.AllBuffered, false);
         //        vomitPrefab.SetActive(false); // NON-RPC VARIANT
 
                 activated = false;
 
             }
         } 
     }
     void UseAbility(){
             GetComponent<AudioSource> ().PlayOneShot (vomitAudio);
             activationTimeRemaining = activationTimer;
             activated = true;
             if(activationTimeRemaining > 0){
             photonView.RPC ("DisableObject", PhotonTargets.AllBuffered, true);
         //        vomitPrefab.SetActive (true); //OLD NON-RPC VARIANT 
         }
     }
 
     [PunRPC]
     void DisableObject(bool setActive){
         vomitPrefab.SetActive (setActive);
     } 
 }


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

0 Replies

· Add your reply
  • Sort: 

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

3 People are following this question.

avatar image avatar image avatar image

Related Questions

Photon Unity Networking (Viking Demo) Error: Argument is out of range. 1 Answer

Networking already instantiated assets 1 Answer

Update position via state syncronization results in weird movement. 0 Answers

Photon Virtual Joystick won't work after another player has joined the network...? 1 Answer

Bullet Collision in Networking Game. 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