UI Text synchronize with UNET

HI there,

I have a game with 2 teams. Every player of every team should see the teamscore on his screen. Every player sees 0:0 as that is the initial score. But when 1 team scores only the host sees 1:0. On all the other players its still 0:0.

Can you help me with that? Here is the script:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.UI;

public class GameManager : NetworkBehaviour {

    [SyncVar(hook = "updateRedScoreText")]
    public int scoreRed;
    [SyncVar(hook = "updateBlueScoreText")]
    private int scoreBlue;

    // Use this for initialization
    void Start () {

    }
	
	// Update is called once per frame
	void Update () {
		
	}

    public void raiseScore(int team) {
        if (team == 0) {
            scoreBlue++;
        } else if(team == 1){
            scoreRed++;
        }
        
        Debug.Log("Score Blau: " + scoreBlue);
        Debug.Log("Score Rot: " + scoreRed);

        updateRedScoreText(scoreRed);
        updateBlueScoreText(scoreBlue);

    }


    public void updateRedScoreText(int r) {
        Text scoreRotText = GameObject.Find("scoreRotUI").GetComponent<Text>();
        scoreRotText.text = r.ToString();
    }
    public void updateBlueScoreText(int b) {
        Text scoreBlauText = GameObject.Find("scoreBlauUI").GetComponent<Text>();
        scoreBlauText.text = b.ToString();
    }

}

The UI Texts have the network identity as a component with local player authority.

do you solve it ? i have same problem :expressionless: