RPC Not Calling All PhotonView's Across Network
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Hi there, I am a newb
However, I think I have built a fairly sturdy circuit. My issue is that, in a 2 player, multi player setting, at player x wins, I send a message via the winning player photonView.RPC("RoundWon", PhotonTargets.All, thisPlayerID);
This works, except that the only object to recieve the news is the slave, or mirrored or remote object of the winner. The loser, player, remote or local, does not seem to get the message.
I am at a bit of a loss.
I have started looking into RaisedEvents, but the arguments, to me are a bit confusing. Can someone help me out?
Thank you
However, I think I have built a fairly sturdy circuit. My issue is that, in a 2 player, multi player setting, at player x wins, I send a message via the winning player photonView.RPC("RoundWon", PhotonTargets.All, thisPlayerID);
This works, except that the only object to recieve the news is the slave, or mirrored or remote object of the winner. The loser, player, remote or local, does not seem to get the message.
I am at a bit of a loss.
I have started looking into RaisedEvents, but the arguments, to me are a bit confusing. Can someone help me out?
Thank you
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Comments
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Hi,
No replies?
I am still at a loss for this.0 -
Hi,
RPCs are transferred between instances of same PhotonView object only. So you can't receive RPC from player1 on player2 instance.
Nevertheless, all clients are notified via player1 instances. So you can easily handle win event on all clients.0