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Server & Client Instantiate
TL;DR Can a server instantiate networked objects on itself and only a specific client(s)?
I have a short question regarding instantiating a networkView object. So far I have been able to achieve instantiating on the server and all connected clients with no errors. However my goal is ultimately the server to send a RPC to instantiate another player. In my case I only want to show other clients in range of the local client.
Right now I'm able to do this, but soon as I spawn in a 2nd client I receive a error on the last client. Basically stating it couldn't instantiate a networkView (which I don't want it to).
public void InstantiateLocalCharacter(){
NetworkViewID _viewID = Network.AllocateViewID();
Vector3 _localCharacterPosition = Player.LocalCharacterPosition;
GameObject _localCharacter = (GameObject) Instantiate(Resources.Load ("Prefabs/PlayerObject", typeof(GameObject)), _localCharacterPosition, Quaternion.identity);
_localCharacter.transform.parent = Container.PlayerContainerGameObject.transform;
_localCharacter.name = Player.LocalCharacterName;
_localCharacter.GetComponent<NetworkView>().viewID = _viewID;
networkView.RPC("SyncInstantiateLocalCharacter", RPCMode.Server, Network.player, _viewID, _localCharacterPosition);
}
And this would be on the server.
[RPC]
public void SyncInstantiateLocalCharacter(NetworkPlayer _networkPlayer, NetworkViewID _viewID, Vector3 _characterPosition){
GameObject _localCharacter = (GameObject) Instantiate(Resources.Load ("Prefabs/PlayerObject", typeof(GameObject)), _characterPosition, Quaternion.identity);
_localCharacter.GetComponent<NetworkView>().viewID = _viewID;
_localCharacter.name = GetComponent<DatabaseController>().GetCharacterName(_networkPlayer);
_localCharacter.transform.parent = GetComponent<GameManager>().playerContainer.transform;
}
In this example local client "A" can see client "B", but not "C", or "D". Might this be possible with this kind of setup? I hate throwing errors, I'd like to eliminate them if all possible.
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