Setting name/tag over network.

Hello everyone!
I’ve looked at other solutions online, such as using RPC’s and what not, but nothing is helping/similar to my issue.

So i decided to turn towards you, the community!

//My Question//

What would i have to do in order to set a gameObjects name and/or tag over Unity’s built in network.

//What I am currently doing//

I am currently sending the chosen team name to the clients through an RPC(RPCMode.ALL) and they are getting it properly client-side, setting their names properly as well, but to other players, their names are just the names of the prefab being spawned in.

I have also tried just sending it regularly and using the players themselves to individually RPC the info to the server and the rest of the players but still nothing.

//Why i need the names/tags set properly//

Just for the kind of team-based game I am creating. Turrets lock onto & fire at anything without the same name as themself, so setting the name/tag of each player is extremely important in my case.

//

Anything i can do to solve my problem? :slight_smile: Because as of this moment i’m thinking of going as far as to creating individual team based player prefabs -.- haha, and I will cry if it comes to this!

//

Thank you once again for reading,

Sincerely,

Nandor Jozef Bakos

i could not understand what are you trying to do, but if you want to change the name of your gameobject so everyone can see just do that:

example:

void Update() {
    if(Input.GetKeyDown(KeyCode.G)) {
         networkView.RPC("SetName", RPCMode.All, "testname");
    }
}

[RPC]
void SetName(string whatName) {
    this.gameObject.name = whatName;
}

hope it helps !