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Question by panim0_unity · Mar 13, 2020 at 08:53 AM · unity 5prefabnetworkphotonplayerprefs

PlayerPrefs and photon?

Hi I'm trying to do this: User can select which skin to use in game so they select this from inventory panel on main menu than they start playing the game. I made this happen by saving string by using PlayerPrefs and attached a script to Player prefab in resources folder to change SetActive() of the game objects named with the string saved by user. Somehow it works n one client but n the other one it doesnt work. I'm sure I tried the shortest cut, it's because it made sense when ı thought it first. Here are my codes::

 public class InventroyCtrl : MonoBehaviour
 {
     public Text horse;
     public Text jokey;
     public GameObject inventory;
     bool open;
   public void SelectHorse(string name)
     {
         PlayerPrefs.SetString("horse", name);
         horse.text = name;
     }
     public void SelectJokey(string name)
     {
         PlayerPrefs.SetString("jokey", name);
         jokey.text = name;
     }
 }

and this

 public class SetSkin : MonoBehaviourPunCallbacks
 {
     PhotonView photon;
     public GameObject[] horses;
     public GameObject[] jokeys;
     GameObject horse;
     GameObject jokey;
     string horseS;
     string jokeyS;
     // Start is called before the first frame update
     void Start()
     {
         photon = GetComponent<PhotonView>();
         horseS = PlayerPrefs.GetString("horse");
         jokeyS = PlayerPrefs.GetString("jokey");
         if (photon.IsMine)
         {
 
             for (int i = 0; i < horses.Length; i++)
             {
                 if (horses[i].name != horseS)
                 {
                     horses[i].SetActive(false);
                 }
             }
             for (int i = 0; i < jokeys.Length; i++)
             {
                 if (jokeys[i].name != jokeyS)
                 {
                     jokeys[i].SetActive(false);
                 }
             }
 
         }
 
     }
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avatar image JPhilipp · Mar 13, 2020 at 08:58 AM 0
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@panim0_unity How are you testing with two clients? I recommend to have two Unity versions open, each using a clone of the project where the clone however points at the same origin Assets folder using a symlink. This allows you to get proper debug information on the second client as well, which helps enormously during debugging.

avatar image panim0_unity JPhilipp · Mar 13, 2020 at 09:05 AM 0
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@JPhilipp well I build for android and do the testing , one plays on unity editor and other one n my android device, and sometimes I test with 3 or more devices

avatar image panim0_unity panim0_unity · Mar 13, 2020 at 09:07 AM 0
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and I get no error during testing, it's just If I do some selection from one device all the players units look like that clients choice on its part , and same thing happening for other. They see all units based on their selections

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