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Question by kariemhassan2009 · Feb 07 at 01:38 AM · errormultiplayerphotonhealth

cast is not valid???

i get this error InvalidCastException: Specified cast is not valid. Health.OnPhotonSerializeView (Photon.Pun.PhotonStream stream, Photon.Pun.PhotonMessageInfo info)

and its on line 39 the error and this is what i have

/// /// Health.cs /// Author: MutantGopher /// This is a sample health script. If you use a different script for health, /// make sure that it is called "Health". If it is not, you may need to edit code /// referencing the Health component from other scripts ///

using UnityEngine; using System.Collections; using Photon.Pun; using Photon.Realtime;

public class Health : MonoBehaviourPunCallbacks, IPunObservable { public bool canDie = true;
public float maxHealth = 100;
public float currentHealth = 100;

 public bool replaceWhenDead = false;        
 public GameObject deadReplacement;            
 public bool makeExplosion = false;            
 public GameObject explosion;                

 public bool isPlayer = false;                
 public GameObject deathCam;                    

 private bool dead = false;                    

 public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
 {

     if (stream.IsWriting)
     {
         stream.SendNext(currentHealth);
     }
     else if (stream.IsReading)
     {
         currentHealth = (int)stream.ReceiveNext();
     }
     

 }

 void Start()
 {
     // Initialize the currentHealth variable to the value specified by the user in startingHealth
     currentHealth = maxHealth;
 }

 public void ChangeHealth(float amount)
 {
     // Change the health by the amount specified in the amount variable
     currentHealth += amount;

     // If the health runs out, then Die.
     if (currentHealth <= 0 && !dead && canDie)
         Die();

     // Make sure that the health never exceeds the maximum health
     else if (currentHealth > maxHealth)
         currentHealth = maxHealth;
 }

 IEnumerator Respawn()
 {
     currentHealth = 100;
     GetComponentInChildren<Camera>().enabled = false;
     GetComponent<Movement>().enabled = false;
     GetComponentInChildren<Weapon>().enabled = false;
     transform.position = new Vector3(-3, 1, 19);
     yield return new WaitForSeconds(4);
     GetComponentInChildren<Camera>().enabled = true;
     GetComponent<Movement>().enabled = true;
     GetComponentInChildren<Weapon>().enabled = true;
     currentHealth = maxHealth;
     dead = false;

 }

 public void Die()
 {
     

     // This GameObject is officially dead.  This is used to make sure the Die() function isn't called again
     dead = true;

     // Make death effects
     if (replaceWhenDead)
         Instantiate(deadReplacement, transform.position, transform.rotation);
     if (makeExplosion)
         Instantiate(explosion, transform.position, transform.rotation);

     if (isPlayer && deathCam != null)
         deathCam.SetActive(true);

     // Remove this GameObject from the scene
     if(currentHealth <= 0)
     {
         StartCoroutine(Respawn());
     }
         
     
 
 }

}

and i also get this error NullReferenceException: Object reference not set to an instance of an object Health+d__13.MoveNext () (at Assets/Easy Weapons/Scripts/Health.cs:68)

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Answer by Captain_Pineapple · Feb 07 at 04:36 PM

Hey,

assuming that "line 39" is

 currentHealth = (int)stream.ReceiveNext();

then the answer to your question boils down to this:

stream.ReceiveNext() returns a variable of type object which you try to cast into an integer. The will only work if that object really is an integer (or at least exactly 4 bytes in size). -> you probably do not send integers but something else.


given that this error as well as a nullreference is an issue for you please please consider getting some more programming experience before you start creating a multiplayer game. Multiplayer games are way way way more difficult to create and bring a lot more issues.

You will feel a lot of frustration when you continue down this path with your current knowledge.

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Answer by kariemhassan2009 · Feb 08 at 12:34 AM

sorry i was dumb the health and max health are set as floats that 's why it happend when i looked into it a little bit more i found that out but still thanks

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