Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 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 Reefer · Dec 31, 2012 at 12:41 PM · networkingmultiplayernetworkrpc

RPC Call doesnt get called

Alright, the problem is that this part of script is failing to call "Client_PlayerAlive" from PlayerManager script. And it gives us a error: " RPC call failed because the function 'Client_PlayerAlive' does not exist in any script attached to 'MultiplayerManager' " Now the funny thing is that, MultiplayerManager does have this PlayerManager script so it should find Client_SpawnPlayer function from it.

 [RPC]
         void Client_SpawnPlayer(NetworkPlayer player, Vector3 position, Quaternion rotation)
         {
             MultiplayerManager.GetMPPlayer(player).PlayerIsAlive = true;
             MultiplayerManager.GetMPPlayer(player).PlayerHealth = 100;
             if(player == MyPlayer.PlayerNetwork)
             {
                 MyPlayer.PlayerManager.ControllerTransform.position = position;
                 MyPlayer.PlayerManager.ControllerTransform.rotation = rotation;
                 MyPlayer.PlayerManager.networkView.RPC("Client_PlayerAlive", RPCMode.All);
             }
             else
             {
                     
             }
         }




And this is the function it's trying to load from PlayerManager.

     [RPC]
     public void Client_PlayerAlive()
     {
         if(networkView.isMine)
             ControllerTransform.gameObject.SetActive(true);
         else
             OutsideView.SetActive(true);
     }


Any ideas?

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

2 Replies

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by Fattie · Dec 09, 2014 at 02:10 PM

Explained here ...

http://answers.unity3d.com/questions/517447

Comment
Add comment · Show 1 · Share
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
avatar image tanoshimi · Dec 09, 2014 at 02:34 PM 2
Share

That's the fifth time you've pasted that broken link in the last two $$anonymous$$utes...

avatar image
2

Answer by Dave-Carlile · Dec 31, 2012 at 02:28 PM

Is PlayerManager the same class on both client and server? I ask because I use different objects, but the RPC method has to exist on both objects, even though the server side doesn't ever handle some of the calls I make. Don't know if this applies to you, but wanted to throw it out there just in case.

Basically, it seems that all the objects on all clients, and the server, that share a networkView must all implement the RPC method.

Comment
Add comment · Show 2 · Share
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
avatar image Bunny83 · Dec 31, 2012 at 04:54 PM 0
Share

Right, basically if Unity throws this error you can be sure that somewhere on one "version" of this object the function is missing.

avatar image Reefer · Dec 31, 2012 at 05:43 PM 0
Share

I didnt really understood what you guys were trying to tell? I'm newbie to networking. Would it help if I post full scripts / Pics how they're configured in Unity?

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

12 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

Related Questions

When connected to a server, can other players access my static variables and/or public variables? 2 Answers

How to use an RPC to send an animation over the network? 2 Answers

RPC custom server best practice 1 Answer

Multiplayer - Selected character to Network.guid? 0 Answers

Unity networking tutorial? 6 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