Photon Unity Networking (Viking Demo) Error: Argument is out of range.

I’m developing a MMO. I’m using for networking Photon Viking Demo. In this demo only position, rotation, rigidbody and walk/run animations are synchronized (for players. I’m trying to make synchronized attack or jump animations. I did simple changes on “ThirdPersonNetworkVik.cs”. Here is the original codes of “ThirdPersonNetworkVik.cs”:

void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
    {
        if (stream.isWriting)
        {
            //We own this player: send the others our data
           // stream.SendNext((int)controllerScript._characterState);
            stream.SendNext(transform.position);
            stream.SendNext(transform.rotation);
            stream.SendNext(rigidbody.velocity); 

        }
        else
        {
            //Network player, receive data
            //controllerScript._characterState = (CharacterState)(int)stream.ReceiveNext();
            correctPlayerPos = (Vector3)stream.ReceiveNext();
            correctPlayerRot = (Quaternion)stream.ReceiveNext();
            rigidbody.velocity = (Vector3)stream.ReceiveNext();
        }
    }

    private Vector3 correctPlayerPos = Vector3.zero; //We lerp towards this
    private Quaternion correctPlayerRot = Quaternion.identity; //We lerp towards this

    void Update()
    {
        if (!photonView.isMine)
        {
            //Update remote player (smooth this, this looks good, at the cost of some accuracy)
            transform.position = Vector3.Lerp(transform.position, correctPlayerPos, Time.deltaTime * 5);
            transform.rotation = Quaternion.Lerp(transform.rotation, correctPlayerRot, Time.deltaTime * 5);
        }
    }

And these codes edited by me for open a stream and send LeftControl key if pressed LeftControl button and update the other player and play the animation. Edited script “ThirdPersonNetworkVik.cs” >> [12097-thirdpersonnetworkvik(edited+by+me).txt|12097]

 void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
    {
        if (stream.isWriting)
        {
            //We own this player: send the others our data
           // stream.SendNext((int)controllerScript._characterState);
            stream.SendNext(transform.position);
            stream.SendNext(transform.rotation);
            stream.SendNext(rigidbody.velocity); 
			
			//ADDED CODE BLOCK
			if (Input.GetKeyDown(KeyCode.LeftControl))
			{
				stream.SendNext(KeyCode.LeftControl);
			}//ADDED CODE BLOCK

        }
        else
        {
            //Network player, receive data
            //controllerScript._characterState = (CharacterState)(int)stream.ReceiveNext();
            correctPlayerPos = (Vector3)stream.ReceiveNext();
            correctPlayerRot = (Quaternion)stream.ReceiveNext();
            rigidbody.velocity = (Vector3)stream.ReceiveNext();
			
			//ADDED CODE BLOCK
			keycode55 = (KeyCode)stream.ReceiveNext();
			//ADDED CODE BLOCK
        }
    }

    private Vector3 correctPlayerPos = Vector3.zero; //We lerp towards this
    private Quaternion correctPlayerRot = Quaternion.identity; //We lerp towards this
	
	//ADDED CODE BLOCK
	private KeyCode keycode55 = KeyCode.None;
	//ADDED CODE BLOCK

    void Update()
    {
        if (!photonView.isMine)
        {
            //Update remote player (smooth this, this looks good, at the cost of some accuracy)
            transform.position = Vector3.Lerp(transform.position, correctPlayerPos, Time.deltaTime * 5);
            transform.rotation = Quaternion.Lerp(transform.rotation, correctPlayerRot, Time.deltaTime * 5);
			
			//ADDED CODE BLOCK
			if (keycode55 == (KeyCode.LeftControl))
			{
			transform.Find("baseMale").animation["basemeleeattack1"].wrapMode = WrapMode.Once;
			transform.Find("baseMale").animation.Play("basemeleeattack1");
				keycode55 = KeyCode.None;
			}
			//ADDED CODE BLOCK
        }
    }

And I’m getting an error because of I used this if statement:

if (Input.GetKeyDown(KeyCode.LeftControl))

When I didn’t use this if statement im not getting any error but the character continuously play attack animation forever.

Here is the error:

ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
System.Collections.Generic.List`1[System.Object].get_Item (Int32 index) (at /Applications/buildAgent/work/84669f285f6a667f/mcs/class/corlib/System.Collections.Generic/List.cs:633)
PhotonStream.ReceiveNext () (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonClasses.cs:244)

PhotonClasses.cs >> [12098-photonclasses.txt|12098]

If my logic (open a stream like that to make sync the other animations like attack or jump) is wrong, what is the true way to doing this. I need help, really.

Thanks for your interest, Mehmet Mert Yildiran.

You don’t need to send control input across the network, only what the control input resulted in. Like the demo shows, it send the position, rotation and velocity over the network to connected clients so that their devices can move the character around according to the player’s input.

If you want to send a flag over the network you should set a member variable and send that.

bool someVar;

void Update()
{
    someVar = Input.GetKeyDown(KeyCode.LeftControl);
}

void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
{
    if (stream.isWriting)
    {
        stream.SendNext(someVar);
    }
}

But what’s important to note here is that you traditionally send states of things, not triggers or events. You want one authority to compute an action to be taken, and then for the interested clients to do the exact same thing.