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Question by JustRoss · Jan 07, 2019 at 12:34 AM · networkingunity 2drpccommand

[Command] Not being called at all

Hello! Could anyone point me in the right direction why CmdUpdateZap(bool _bool) might not be called?

This script is on a prefab that I have attached to the player prefab. Both the player prefab and the prefab this is on are network identities with local authority.

The 'zapEnabled' boolean is being controlled from a main script on the player and that all works - the effects do play and the collider does activate, however for some reason neither CmdUpdateZap() or RpcUpdateZap() are being called as I am not getting the debug messages. Please help! And thank you in advance!

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.Networking;
 
 public class Zap : NetworkBehaviour {
 
     public int level;
 
     ParticleSystem[] ps;
 
     BoxCollider2D boxCollider;
 
     public bool zapEnabled = false;
 
     // Use this for initialization
     void Start () {
         ps = GetComponentsInChildren<ParticleSystem>();
         boxCollider = GetComponent<BoxCollider2D>();
     }
     
     // Update is called once per frame
     void Update () {
 
         
         
         if (zapEnabled == true)
         {
             
             foreach (ParticleSystem _ps in ps)
             {
                 _ps.enableEmission = true;
             }
             boxCollider.enabled = true;
             CmdUpdateZap(true);
         }
         else if (zapEnabled == false)
         {
             
             foreach (ParticleSystem _ps in ps)
             {
                 _ps.enableEmission = false;
             }
             boxCollider.enabled = false;
             CmdUpdateZap(false);
         }
 
       
     }
 
     [Command]
     void CmdUpdateZap(bool _bool)
     {
         Debug.Log("Server recieved command to update a zap to " + _bool);
 
         if (_bool == true)
         {
             foreach (ParticleSystem _ps in ps)
             {
                 _ps.enableEmission = true;
             }
             boxCollider.enabled = true;
         }
         else if (_bool == false){
 
             foreach (ParticleSystem _ps in ps)
             {
                 _ps.enableEmission = false;
             }
             boxCollider.enabled = false;
         }
 
         RpcUpdateZap(_bool);
     }
 
     [ClientRpc]
     void RpcUpdateZap(bool _bool)
     {
         Debug.Log("Client recieved an RPC call to update a zap to " + _bool);
 
         if (_bool == true)
         {
             foreach (ParticleSystem _ps in ps)
             {
                 _ps.enableEmission = true;
             }
             boxCollider.enabled = true;
         }
         else if (_bool == false)
         {
 
             foreach (ParticleSystem _ps in ps)
             {
                 _ps.enableEmission = false;
             }
             boxCollider.enabled = false;
         }
     }
 
 
 
 
     void OnTriggerEnter2D(Collider2D col)
     {
         Debug.Log(col.name);
         if (col.gameObject.tag == "Unit")
         {
             Debug.Log("Did " + level * 2 + " damage! BAM");
         }
     }
 
 }
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