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GameObjects properties in Multiplayer

I have a small question about the multiplayer feature in Unity - If on the side of one client I make a GameObject inactive (change the .active property to false) will this affect the other players too? How can I prevent this situation?

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asked Jan 25 '10 at 06:24 PM

Ranza gravatar image

Ranza
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2 answers: sort voted first

You could always use an RPC to sync the Active state of a game object over the network... in fact, you can do just about everything over the network with Unity. If you can script it, you can network it. :)

http://unity3d.com/support/documentation/Components/net-RPCDetails.html

(Note: This solution could be used not only to prevent active/inactive de-synchronization, it could also be used to globally activate/deactivate an object.)

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answered Mar 24 '10 at 07:57 AM

qJake gravatar image

qJake
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No. You can't.

You should really put more effort into your questions my friend.

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answered Jan 27 '10 at 04:10 AM

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drozzy
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And you should put more thought into your answers. The question he asked was as straightforward as it needed to be. If someone asks a generic question, give a generic answer, don't simply say "That isn't possible."

Mar 24 '10 at 07:59 AM qJake

Wow, you should really consider the question before writing something like that. This was a perfectly valid question, and an answer like this is just terrible.

Apr 08 '10 at 06:11 PM KHopcraft
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asked: Jan 25 '10 at 06:24 PM

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Last Updated: Jan 25 '10 at 06:24 PM