Real Time Strategy games typically use variants of peer to peer lockstep, albeit with better handling of the lag issues. To avoid having to wait on the slowest computer, each computer now communicates with a single server. The server has the game “world” and the clients just receive a view on this world. The clients have (almost) no code, they are just dumb terminals sending input (key presses) to the server. The server then carries out the input and sends back a “picture” of the resulting world. There is no longer a problem of keeping the game world consistent across computers as there is only one world (on the server). The solution works fine for computers with the same low network latency but begins to fall apart when players have higher, differing latency. For players with a high latency, the game quickly become unplayable, the world moving in jarring jumps. Doom worked like this and if you had a high latency then most chances were you were dead before you had a chance to see what hit you. To smoothen the game experience, clients no longer wait until they receive a view back from the server. They take the players input and predict what will happen, immediately updating the world view accordingly. This requires the client to know about the game mechanics and game objects, thus the client is no longer dumb. The resulting game play is much more responsive. Of course, a problem occurs when the server world view comes back and differs from what the client predicted. The world view is then yanked back in line with the server view, often causing a noticeable glitch. ![]() Now I am able to send RPC function calls from my scripts in my client scene to the server but I am not able to do it the other way around.This solution was first introduced in Quakeworld. The game starts once my client connects to the server. One for the main server ( acts like authoritative server ) and the other scene for my client. In my game inside Unity, I have two scenes setup. Method on all the clients, but the above is how you'd write that. Is supposed to do, or why it's trying to call a Networkview.RPC("Table_Manager",RPCMode.All,25) GameObject.Find("GameManger").GetComponent(). Script to it, then create a static function like the following: You can however make some kind of GameManager object in your scene. In which case, you wouldn't have access to instance variables like ![]() Your desired strategy of calling the method: To get the NetworkView component attached to the current GameObject.Įither way, you'll be retrieving the same NetworkView, and utilizing it for its RPC functionality. (which will automatically retrieve the NetworkView attached to the same GameObject), or you can use Once you're sure a NetworkView is attached to the same GameObject as your script, you can either use the built in shortcut of If you're only using it for RPC, you can set the Observed to none and change the State Synchronization to Off. Or you can just manually add the NetworkView component yourself. This will ensure that whenever your script is added to a GameObject, a networkview component will also be added to that GameObject. ![]() You can add the following attribute at the beginning of your script class:
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