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 capnjake · Dec 03, 2015 at 06:55 PM · photonpun

Photon - Failed to 'network-remove' GameObject"

Failed to 'network-remove' GameObject. Client is neither owner nor masterClient taking over for owner who left: View (0)2001 on Player(Clone)

This is the error I repeatedly get. I'm using quill18creates Multiplayer FPS tutorial as a reference here. This occurs when the client who creates a game attempts to kill another player object. This does not occur (and works as desired) when a player kills another player who spawned BEFORE them.

This is some relevant code from my PlayerShooting script:

 if (h != null) {
     PhotonView pv = h.GetComponent<PhotonView> ();
     if (pv == null) {
         Debug.LogError("Object has no NetworkView attached");
     } else {
         pv.RPC ("TakeDamage", PhotonTargets.All, damage);
     }    
 }

And from my Health script:

 [PunRPC]
 public void TakeDamage (float dmg) {
     currentHealth -= dmg; // Health reduced by damage dealt
        
     if (currentHealth <= 0) {
         Die ();
     }
 }
    
 void Die () {
     if (GetComponent<PhotonView> ().instantiationId == 0) {
         Destroy (gameObject);
     } else {
         if (PhotonNetwork.isMasterClient) {
             PhotonNetwork.Destroy (this.gameObject);
         }
     }
 }

I've spent all morning trying to resolve this and have done various things such as: Checking if photonView.isMine and destroying it locally, otherwise calling PhotonNetwork.Destroy(); Calling an RPC on my Die method directly to no avail . . . Every single response to this question from my Google research is something along the lines of "Only the owner can Destroy a GameObject. The owner is the user who instantiated it. Alternatively, the Master Client has that right, too."

I get this concept but I have no idea how to implement a fix. In quill18's tutorial series this simply just works and; in my mind, makes complete sense. I'm just at a loss of what can be done to fix this issue.

Thanks ahead. Any help at all is appreciated.

Here are the full scripts: Health.cs - https://gist.github.com/mynameisjacobj/6c64c3521a40746ed211 PlayerShooting.cs - https://gist.github.com/mynameisjacobj/70c2faec1a28baba576e NetworkManager.cs - https://gist.github.com/mynameisjacobj/427e4c9e2e411361f1ee

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

32 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

Related Questions

Cannot Instantiate Player on PhotonNetwork 0 Answers

writeStringToMemory is deprecated When Loading Assetbundle on photon 1 Answer

How to make rapid fire with photon unity networking? 0 Answers

Pun In Room Chat Script 1 Answer

Photon: I call PhotonNetwork.LeaveRoom() but my character doesn't leave 1 Answer


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