How to sync a variable through Photon
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How to sync a variable through Photon
SebGM2018
2018-11-22 20:35:25
I need to sync a variable so all the players have the same value. I have tried with something like this
[PunRPC]
void Setting ()
{
I = somevalue;
//I Is my int
}
And I call it the following way:
PhotonView PV = GetComponent
PV.RPC("Setting", RPCTargets.All);
But the int value is null. What am I doing wrong?
Comments
OneManArmy
2018-11-22 23:02:33
public float someFloat = 10f;
public int someInt = 100;
public PhotonView pv;
void Update(){
if(Input.GetKeyDown(KeyCode.Space)){
pv.RPC("SyncValues", RPCTarget.OthersBuffered, someFloat, someInt);
}
}
[PunRPC]
void SyncValues (float myFloat, int myInt){
someFloat = myFloat;
someInt = myInt;
}
//Buffered - New players get the RPC when they join as it's buffered (until this client leaves).
@OneManArmy wrote:
public float someFloat = 10f;
public int someInt = 100;
public PhotonView pv;void Update(){
if(Input.GetKeyDown(KeyCode.Space)){
pv.RPC("SyncValues", RPCTarget.OthersBuffered, someFloat, someInt);
}
}[PunRPC]
void SyncValues (float myFloat, int myInt){
someFloat = myFloat;
someInt = myInt;
}
//Buffered - New players get the RPC when they join as it's buffered (until this client leaves).
And if I want to sync this var to all the players (including me), in this precise moment?, like, at the moment i press a button, Is there any change?
OneManArmy
2018-11-23 11:28:31
RPCTarget.All, or RPCTarget.AllBuffered.
This is just an example.
To see changes add some UI and check if (pv.isMine) before you send RPC.