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Question by eLementZZZ · Aug 13, 2017 at 12:43 AM · unity 5networkingsynccommand

SyncVar, Command and Authority problem

Hello everyone! I'm starting to use UNET functionalities, and I have some problem with Synchro info between clients... The player is a prefab spawning throught networkmanager.

I need to Synchronize a Var called "ActiveZone", it's a bolean, and I'm using it for detecting when any user is on a zone, throught a OnTriggerEnter cube item, called "SpawnTrigger", inside the SpawnManager.

Right now, I can active the trigger zone from the HOST , and SyncVar does it's work activating it on the clients. The problem comes, when a CLIENT gets inside the zone, it doesnt syncro (since Syncvar is only server->client). I tried using a "Command", but I might have something wrong, because when launching the command, I get in console: "Trying to send command for object without autority" in Client side.

I will show you my setup:

UnitySetup

This script is attached to SpawnTrigger Object

    ###Spawn.cs###
     public class Spawn : NetworkBehaviour {
 
 public GameObject enemy;
 public Transform SpawnPoint_1;
 public Transform SpawnPoint_2;
 public Transform SpawnPoint_3;
 public Transform SpawnPoint_4;
 public Transform SpawnPoint_5;
 public int EnemyCoord_Y = 0;
 public int Range = 35;
 public string EnemyTagName;
 public int MaxEnemysSpawned = 15;
 public int SpawnDelay = 5;
 public int EnemysSpawned = 0;
 
 [SyncVar] 
 public bool ActiveZone;
 
 public GameObject[] EnemyArray;
 
 
 [Command]
 void CmdActiveZone()
 
 {
 ActiveZone = true;
 
 
 }
 
 void Start () {    

 }
 
 void OnTriggerEnter (Collider other) {
     if (other.gameObject.tag == "Player")
     {
     if (!isServer)
      {
         CmdActiveZone();
      }else 
      {
       ActiveZone = true;
          
      }
      
      
     }
 }



This is not my video, but i have same scenario than this one, except for I have Local player and server only unchecked... : https://www.youtube.com/watch?v=RXEWM_Nc_K8

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Answer by eLementZZZ · Aug 13, 2017 at 02:21 PM

Solved myself, called it on player object and problem dissapeared.

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