Add Child to Other Client GameObject
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All Clients Start with a Base GameObject I would like to GameObject go = PhotonNetwork.Instantiate,
and child the newly instantiated go under the Base GameObject "Parent".
I do not have any issue doing this on the client side i.e go.gameObject.transform.parent = GameObject.Find ("Base");
But on the other clients go is still floating around on it's own.
I have looked at RPC(s) but can not seem to understand how to implement them for this.
(go) should child to all the client's base objects.
and child the newly instantiated go under the Base GameObject "Parent".
I do not have any issue doing this on the client side i.e go.gameObject.transform.parent = GameObject.Find ("Base");
But on the other clients go is still floating around on it's own.
I have looked at RPC(s) but can not seem to understand how to implement them for this.
(go) should child to all the client's base objects.
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Comments
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Figured it out.
Create Prefab.private PhotonView MyPhotonView; void OnJoinedRoom () { GameObject iCorePrefab = PhotonNetwork.Instantiate ("iCore", Vector3.zero, Quaternion.identity, 0); MyPhotonView = iCorePrefab.GetComponent<PhotonView>(); this.MyPhotonView.RPC("GitParent", PhotonTargets.AllBuffered); }
Code on Prefab[RPC] void GitParent(){ Debug.Log ("RPC Test"); this.gameObject.transform.parent = GameObject.Find ("Base").transform; }
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If you always parent the new GO this way, why don't you do this in a script in Awake()? Just add it to the prefab and you're done. Saves you a network message.0
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I will try that, GO needs to child itself under new/other clients base object as well.
Also Thanks for the Support!0 -
This is exactly what I'm trying to do with mine as well. I've been so far unsuccessful in trying what @Tobias suggested. Do you by chance happen to recall whether or not you were able to get it to work without the RPC @CoreWorkNode ?0
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Ugh...sorry guys, never mind. I should've mentioned that I'm using VRTK and I realized that since there is only one available camerarig/SDK manager available in the scene to parent to, it isn't going to work the same way as a typical non VR setup. Though it ends up looking a bit odd in the Unity hierarchy window, I was able to sort my issue using a Transform Follow script.0
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Ugh...sorry guys, never mind. I should've mentioned that I'm using VRTK and I realized that since there is only one available camerarig/SDK manager available in the scene to parent to, it isn't going to work the same way as a typical non VR setup. Though it ends up looking a bit odd in the Unity hierarchy window, I was able to get it to work just fine.0