[Networked] not changed
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[Networked] not changed
Berlios1
2022-07-20 04:33:10
Hello! I'm not very strong in programming and I ask you to help me! And I use Google Translate to communicate. I can’t understand why my variable does not change. I have skills on Scriptblobj, and I try to assign the player "int" with the number of this card, so that then contact it. Having received a value, the server immediately replaces it, but if I connect to it, then I get the meaning, but I can’t change it. More precisely, it changes a couple of frames, judging by the log, but then again becomes the original
[Networked] public int skill1_element {get; set; } = -1;
Public Void Addskill (Int skill_int) // I call this function from another script
{
if (skill1_element == -1)
{
skill1_element = skill_int; // Here I try to assign this value Return;
}
}
Please tell me how to implement correctly. Fusion 105 read, but I can't understand how it works
Comments
Hi @Berlios1
You may need to add a condition ensure your local Networked Object has input (or state?) authority before getting / setting the networked property.
eg...
[Networked] public int skill1_element { get; set; } = -1;
public override void FixedUpdateNetwork()
{
if (Object.HasInputAuthority)
{
Addskill(1);
}
}
public void Addskill(int skill_int) // I call this function from another script
{
if (skill1_element == -1)
{
skill1_element = skill_int; // Here I try to assign this value Return;
}
}
Hope this helps...
OdoVR 2022-07-21T02:04:13+00:00
Hi @Berlios1
You may need to add a condition ensure your local Networked Object has input (or state?) authority before getting / setting the networked property.
eg...
[Networked] public int skill1_element { get; set; } = -1;
public override void FixedUpdateNetwork()
{
if (Object.HasInputAuthority)
{
Addskill(1);
}
}
public void Addskill(int skill_int) // I call this function from another script
{
if (skill1_element == -1)
{
skill1_element = skill_int; // Here I try to assign this value Return;
}
}
Hope this helps...
Hi, OdoVR
Thank you for your response!
I have a trigger that fires only if it's "Object.HasInputAuthority" and then runs this function to add the skill. Do I definitely need to change [networked] exactly in fixedUpdateNetwork() ?
@Berlios1 , I don't think you have to specifically use FixedUpdateNetwork(), I just placed that there as an example.
I'm pretty sure that you do have to handle both the writing (set) and reading (get) of the [Networked] property, similar to how you would Write / Read an OnSerializeView() stream in Photon (essentially, do I own the network object = write, if someone else owns it = read)
Please note I'm fairly new to Fusion also (coming from a PUN2 background) so my logic may not be completely correct. I'm just mirroring how I've used the [Networked] properties in my app.
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