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Question by nataliaszczypek · Apr 18, 2019 at 09:27 AM · raycastmultiplayerdrawingpainting

Multiplayer drawing game

Hello,

I am trying to make a multiplayer drawing game using raycasting and network manager.

I was referencing to this tutorial: https://unity3d.college/2017/07/22/build-unity-multiplayer-drawing-game-using-unet-unity3d/

Now I am trying to change the brush from pixel to a brush image (for instance a round one) and also improve raycasting so when we draw fast the brush leaves continious line instead of single pixels.

This is my playerbrush.cs code: using UnityEngine; using UnityEngine.Networking;

 public class PlayerBrush : NetworkBehaviour
 {
     #region Initialization
     [Server]
     private void Start()
     {
         var data = PaintCanvas.GetAllTextureData();
         var zippeddata = data.Compress();
 
         RpcSendFullTexture(zippeddata);
     }
 
     [ClientRpc]
     private void RpcSendFullTexture(byte[] textureData)
     {
         PaintCanvas.SetAllTextureData(textureData.Decompress());
     }
     #endregion
     public float rayDistance;
 
     public Color[] colors;
     public Texture2D imageMap;
 
     private int FindIndexFromColor(Color color)
     {
         for (int i = 0; i < colors.Length; i++)
         {
             if (colors[i] == color)
             {
                 return i;
             }
         }
         return -1;
     }
 
     private void Update()
     {
             RaycastHit hit;
             if (Input.GetMouseButtonDown(0) && Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit, rayDistance))
             {
                 var pallet = hit.collider.GetComponent<PaintCanvas>();
             if (pallet != null)
             {
                 Debug.Log(hit.textureCoord);
                 Debug.Log(hit.point);
 
                 Renderer rend = hit.transform.GetComponent<MeshRenderer>();
                 MeshCollider meshCollider = hit.collider as MeshCollider;
 
                 if (rend == null || rend.sharedMaterial == null || rend.sharedMaterial.mainTexture == null || meshCollider == null)
                     return;
 
                 Texture2D texture = rend.material.mainTexture as Texture2D;
                 Vector2 pixelUV = hit.textureCoord;
                 pixelUV.x *= texture.width;
                 pixelUV.y *= texture.height;
                 Vector2 tiling = rend.material.mainTextureScale;
                 Color color = imageMap.GetPixel(Mathf.FloorToInt(pixelUV.x * tiling.x), Mathf.FloorToInt(pixelUV.y * tiling.y));
 
                 int index = FindIndexFromColor(color);
                 if (index >= 0)
 
                     CmdBrushAreaWithColorOnServer(pixelUV, ColorPicker.SelectedColor, BrushSizeSlider.BrushSize);
                 BrushAreaWithColor(pixelUV, ColorPicker.SelectedColor, BrushSizeSlider.BrushSize);
             }
 
             }
     }
 
     [Command]
     private void CmdBrushAreaWithColorOnServer(Vector2 pixelUV, Color color, int size)
     {
         RpcBrushAreaWithColorOnClients(pixelUV, color, size);
         BrushAreaWithColor(pixelUV, color, size);
     }
 
     [ClientRpc]
     private void RpcBrushAreaWithColorOnClients(Vector2 pixelUV, Color color, int size)
     {
         BrushAreaWithColor(pixelUV, color, size);
     }
 
     private void BrushAreaWithColor(Vector2 pixelUV, Color color, int size)
     {
         for (int x = -size; x < size; x++)
         {
             for (int y = -size; y < size; y++)
             {
                 PaintCanvas.Texture.SetPixel((int)pixelUV.x + x, (int)pixelUV.y + y, color);
             }
         }
 
         PaintCanvas.Texture.Apply();
     }
 }

There is no errors but the drawing doesn't work at all. Could anyone help me fix this problem?

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avatar image usama0islam · Jul 30, 2021 at 10:25 AM 0
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i am also working on same kind of game can u please help me with rounds and turns.. i am stucked here

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