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Question by brandonhotdo · Jan 31, 2015 at 10:09 AM · c#networkingtimefloatsync

Syncing times

So I have a day/night cycle but the problem is when you make the server it starts of day by default and lets say you waited to the afternoon, then when a new player joins for him it's the morning and the afternoon still for you (btw morning is the default time). using UnityEngine; using System.Collections;

 public class Global_Time : MonoBehaviour {
     public float slider;
     public float slider2;
     public float Hour;
     private float Tod;
 
     int speed = 600;
     // Use this for initialization
     void Start () {
     
     }
     
     // Update is called once per frame
     void Update () {
         networkView.RPC ("PlayTime",RPCMode.AllBuffered);
 
     }
 
     [RPC]
     public void PlayTime(){
         if(slider >= 1.0)
         {
             slider = 0;
         }
         Hour = slider*24;
         Tod = slider2*24;
         slider = slider +Time.deltaTime/speed;
         
         if(slider<0.5){
             slider2= slider;
         }
         if(slider>0.5){
             slider2= (1-slider);
         }
     }
 
     void OnGUI(){
         GUI.Label(new Rect(50,50,100,200),slider.ToString());
         GUI.Label(new Rect(50,70,100,200),slider2.ToString());    
         GUI.Label(new Rect(50,90,100,200),Hour.ToString());    
     }
 }
 

there's the code for analysis. So what I want done is that no matter what client it is or how late he joins the server for the public floats to be the same on all clients (i have put a network manager on it).

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avatar image Scribe · Jan 31, 2015 at 10:46 AM 0
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So when a player joins, if they are the only user, use your default, if they are not the only user, send an rpc call with callback to 'ask' one of the other players what time it is.

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