How to sync Unity Sprite renderer FlipX or FlipY using photon?
Soikot
✭
Hi,
I can't flip the sprite using flipX . Others player doesn't see the flip. I am using this
How to sync Unity FlipX or FlipY using photon?
Thanks in advance.
I can't flip the sprite using flipX . Others player doesn't see the flip. I am using this
this.GetComponent<SpriteRenderer>().flipX = true;
How to sync Unity FlipX or FlipY using photon?
Thanks in advance.
1
Comments
-
Same problem can't get it to sync0
-
Same problem can't get it to sync0
-
Hey All,
Is it possible to get an answer on this? It seems like it would be a relatively simple thing - i tried doing a flip function and then put an PunRPC on the function and called it, but it doesn't seem to do anything.
Thanks,0 -
HI, you could use an RPC to sync if its fliped or not or you try IPunObservable.
Here an example.using Photon.Pun; using UnityEngine; [RequireComponent(typeof(PhotonView))] [RequireComponent(typeof(SpriteRenderer))] public class SpriteFlipExample : MonoBehaviour, IPunObservable { private SpriteRenderer m_spriteRenderer; private PhotonView m_view; private void Start() { m_spriteRenderer = GetComponent<SpriteRenderer>(); m_view = GetComponent<PhotonView>(); AddObservable(); } private void AddObservable() { if (!m_view.ObservedComponents.Contains(this)) { m_view.ObservedComponents.Add(this); } } private void Update() { if (!m_view.IsMine) return; if (Input.GetKeyDown(KeyCode.Space)) { m_spriteRenderer.flipX = !m_spriteRenderer.flipX; } } public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) { if (stream.IsWriting) { stream.SendNext(m_spriteRenderer.flipX); } else { m_spriteRenderer.flipX = (bool) stream.ReceiveNext(); } } }
You need a PhotonView on the same GameObject with the SpriteRenderer, and the PhotoView should observe this script.1