sync variable question

Hi,

I''m very confused with syncing a variable using a network script. The following script is attached to a gameobject (table and chairs). The "spotlights" code has a simple key function that changes the "seat" to a number (1 to 10). This seat should be synced to all players. But this only works for the first player (MASTER) in the game, when i try to change the seat with the second player, it seems that the "lights.seat" will be overwritten by the "activeSeat" from the other player.
using UnityEngine;
using System.Collections;



public class tableNetwork : Photon.MonoBehaviour {
	spotlights lights;
	private int seat = 1;
	private int activeSeat = 1;
	
	void Awake() {

        lights = GetComponent<spotlights>();
    }
	
	
	void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) {
        if (stream.isWriting)
        {
            stream.SendNext(lights.seat);

			
        }
        else
        {
            activeSeat = (int)stream.ReceiveNext();

        }
    }

	void Update () {
		if (!photonView.isMine) {
		
			if (lights.seat != activeSeat) {		
				lights.seat = activeSeat;	
			}	
		}
		
	}
}


Anyone has a clue why this aint work?

Thanks

Comments

  • As far as I can see the seat is never changed on the masterclient (probably left out..?).
    The rest of the code should work AFAIK.

    I tested this and this works:
    int seat = 1;
        int activeSeat = 0;
    
        void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
        {
            if (stream.isWriting)
            {
                stream.SendNext(seat);
    
    
            }
            else
            {
                activeSeat = (int)stream.ReceiveNext();
    
            }
        }
    
        void Update()
        {
            if (!photonView.isMine)
            {
                if (seat != activeSeat)
                {
                    seat = activeSeat;
                    Debug.Log("nonMC: new seat "+seat);
                    AddGameChatMessage("nonMC: new seat " + seat, false);
                }
            }
            else if(PhotonNetwork.isMasterClient)
            {
                seat = (int)(Time.time / 5);
                Debug.Log(seat);
            }
    
        }
    

    However, something like this should really be send via an RPC. It's inefficient to rely on OnSerialize for this. Especially if you have tens/hundreds of these lights/tables?