Change BoltEntity state Properties
in Photon Bolt
Hi guys,
In my game I have some states for e.g. a IPlayerState with the Property "IsGameReady".
I instantiate the BoltEntities from Server (so Server is the owner) and assign the control to the connecting client.
Also I'm using Client Side Prediction (if it's important for this issue).
When I change the state.IsGameReady in SimulateController() on client side, the state should change and replicate to all players, shouldn't it?
In my case it sets the bool for one frame (I can see it while debugging) and then resets it to false.
I just want to be sure, that it's my fault, before I rescan my code.
I hope you understand my problem.
In my game I have some states for e.g. a IPlayerState with the Property "IsGameReady".
I instantiate the BoltEntities from Server (so Server is the owner) and assign the control to the connecting client.
Also I'm using Client Side Prediction (if it's important for this issue).
When I change the state.IsGameReady in SimulateController() on client side, the state should change and replicate to all players, shouldn't it?
In my case it sets the bool for one frame (I can see it while debugging) and then resets it to false.
I just want to be sure, that it's my fault, before I rescan my code.
I hope you understand my problem.
0
Comments
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http://doc.photonengine.com/en-us/bolt/current/in-depth/entity-ownership
http://doc.photonengine.com/en-us/bolt/current/reference/state-replication
Only changes made on the owner will replicate.0 -
Thank you,
so my concept is right, when I instantiate the player on server, assign the control to client and then use commands where I change command inputs in SimulateController (so on client) and assign the result in ExecuteCommand, because it's called on Server (owner), too and changes the state?!
In my opinion it works, but I want to be sure.
Cheers0