If you're following a tutorial or some guide, look for a newer one, that clearly wasn't written for Unity 5.4. A method turned into an RPC is no longer a regular method, it will have its own implications on direct calls and in the network pipeline. Application.LoadLevel is also deprecated (That yellow underline is a warning saying you must use ScreenManager.LoadScene now). RPC method calls A typical SDK user (Unity developer) can declare multiple RPCs under a NetworkBehaviour and inbound/outbound RPC calls will be replicated as a part of its replication in a network frame. You should check the UNET manual: ĮDIT: And from the picture. When you make a RPC call, the game object doing it should have a Network View. A typical SDK user (Unity developer) can declare multiple RPCs under a NetworkBehaviour and inbound/outbound RPC calls will be replicated as a part of its replication in a network frame. The server reports different numbers to the client every time. RPC are like SendMessage, but for network. I wish that were true, Im running the server in unity and the client in a browser. Each Network View has a Network View ID that makes him unique. Without him, no RPC and state synchronization. ![]() It will even show that dialog if you write that line, save the file and go back to Unity.Īlso, NetworkView.RPC method is also deprecated, the new API works differently. Network View is a component, THE component. If they are conflicting, uLink log a warning. Just in case it's not clear, networkView (just like "rigidbody" and "collider" from GameObject's) has been deprecated since the first versions of Unity 5, and the way to get the networkView component of an object is to write: GetComponent()Īnyway, Unity does this for you automatically when it detects your code is old (at least this deprecated fields) and shows you a dialog saying it will update your scripts. NetworkView.RPC(uLink.NetworkFlags,System.String,uLink.RPCMode,System.Object) /> function. ![]() have you done what the error message is telling you?
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