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Question by muzzammil-mahmud-sheikh · Mar 02, 2018 at 01:36 PM · networkingmultiplayermultiplayer networking

Unity Networking Client not calling functions on server

i have a 2 player game. I becomes a server the other a client.I am call the method "buttonclicked" from both the sides when they are connected.

When the method "buttonclicked" is called from the side which becomes the server, code executes well and an enemy is generated on both the side which is the server and the one which is the client.

However when the same code is run from the client the enemy is not generated on the side which becomes the server.

Below is the code

 public void buttonclicked (int enemyID){

     CmdgenerateEnemies (enemyID);

 }

 [Command]
 public void CmdgenerateEnemies(int enemyID){

         RpcgenerateEnemywithID(enemyID);

 }



 [ClientRpc]
 public void RpcgenerateEnemywithID(int enemyID){

     enemyID = 1; // hardcoded for testing
     for (int i = 0; i < enemiesArray.Length; i++) {
         GameObject enemy = enemiesArray [i];
         if (enemy.GetComponent<EnemyScript> ().enemyId == enemyID) {

             GameObject einstance = Instantiate (enemy, spawnPoint1);
             einstance.transform.parent = canvas.transform;
             einstance.GetComponent<splineMove> ().pathContainer = topPath[1];

         }

     }

 }
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