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The error I get:
So I have two game objects. One is called GameDirector which manages the logic for the current scene that is loaded (I am basically doing a bunch of multiplayer minigames). The other is called Director and this game object manages the communications to the master server and keeps track of the players and a bunch of other stuff that gives as little networking overhead as possible to the minigames so one can churn them out fast. The problem I am having is that when the two players connect to eachother and start the game I need to make sure that both players have loaded the scene before I start instantiating the player characters (otherwise the Network.Instantiate will just get lost if a client is still loading). So I send out an RPC to all players when they have loaded. So when the player has received "IAmReady" from all other players then its time to start the game.
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I hope this can help you, but to tell you the truth I was not able to make it work (seems to not even execute on my tests...) as written on the official documentation that could be useful in your case. http://unity3d.com/support/documentation/Components/class-NetworkView.html
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I managed to solve a similar(ish) problem with this: .GetComponent(NetworkView).networkView.RPC("MyFunction", RPCMode.AllBuffered, vars); I hope this helps you and others that have a similar issue
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Post some code here as its not clear if the eror is on the code or in your setup