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About D3luxe

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  • Birthday 09/09/1998

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  1. Move it on the right section and sry for my mistake,thx. Also I'll try using boolean thx ,not thinking at this lol . I'll replay after that. PS:I tryed to sync the alpha color of Image but no succes. And thx to twig too but I want to use UI image but If I don't achieve to do I'll use your advise.
  2. Thx for share I will modify some lines to run with my code .
  3. Thx man, I really wanted to understant Unity Networking Better . PS:This isn't for UNet right ....?
  4. Hi, (again) , I have a problem with my damageImage script over network .When 1 player get damaged damageImage is spawned to all not just to damaged player. PS:I tryed to use [SyncVar] on image declaration but Unity throw me an error .Some ideas ? I'll post the code if it's necesary ,thx in advance. --
  5. Problem solved thx to @Evolve .
  6. Hi guys I try to create an zombie survivor game but unity network system seems to be a bit jerky... Here my errors & scripts : 1 ) 'RPC' is obsolete: 'NetworkView RPC functions are deprecated. Refer to the new Multiplayer Networking system. I tryed to answer myself (after searching some information) but no luck , is there any new sintax for this .... what can I do ,? This can affect my game in any way? 2) Can't send RPC function since no connection was started. Here error appear when I try to use an RPC function . Btw I used this functions to check my connection but none of the debug appear. void OnServerInitialized() { Debug.Log("Server initialized and ready"); } void OnConnectedToServer() { Debug.Log("Server initialized and ready"); } void OnPlayerConnected(NetworkPlayer player) { Debug.Log("Player " + " connected from " + player.ipAddress); } I tryed to run the RPC function just for the client and it's worked but I want that all player even the localplayer to actually attack enemys... here are my scripts. EnemyAttributes.cs using UnityEngine; using UnityEngine.UI; public class EnemyAttributes : MonoBehaviour { public Text enemyHealthText; #region Vars [SerializeField] private int enemyHealth = 100; //[SerializeField] private int enemyDamage = 10; //[SerializeField] private float enemySpeed = 10f; //[SerializeField] private float enemyRange = 10f; //[SerializeField] private int enemyAttackSpeed = 15; #endregion [RPC] public void EnemyTakeDamage(int amount) { enemyHealthText.text = + " : " + enemyHealth.ToString(); if (enemyHealth > 0) { enemyHealth -= amount; } else { Debug.Log("This Enemy is dead"); Network.Destroy(this.gameObject); } } #region UseVarsInOtherScripts public int EnemyHealth { get { return enemyHealth; } set { if (enemyHealth < 0) { enemyHealth = 0; } else { enemyHealth = value; } } } #endregion } Btw I have an NetworkView component on all enemys. Here Shoot Method where I use RPC function. [Client] void Shoot() { RaycastHit hit; if(Physics.Raycast(cam.transform.position,cam.transform.forward,out hit,weapon.range,mask)) { if (hit.collider.tag == EnemyTag) { enemy = hit.collider.GetComponent<NetworkView>(); // if (!isLocalPlayer) //if I uncomment this will work but there will be actually 2 objects for each players.... enemy.RPC("EnemyTakeDamage", RPCMode.All, weapon.damage); // else // hit.collider.GetComponent<EnemyAttributes>().EnemyTakeDamage(weapon.damage); CmdPlayerShoot(,; } } } If someone has any advice please help me thx !