#Spawning Issue
1 messages · Page 1 of 1 (latest)
Does TerrainManager spawn correctly on host and clients if you don't press the button?
Spawning Issue
How are you loading the scene with the Terrain Manager in it?
No errors or warnings?
Also what is the purpose of this chain of RPCs?
Well one small thing you can correct, you don't need to use ClientRpcSendParams for that
ClientRpc will send to everyone by default
Anyway, not 100% sure what the issue is if there's no errors/warnings but that is a lot of parameters and collections to be sending over the network
I'd try removing the parameters one by one to see if it will start working
That means nothing
It's not really the amount of data or the frequency you're sending it that I was referring to - it's more that serializing collections to be sent over the network isn't always the most straight forward thing
Should be built in support for all the arrays you're sending, but doesn't hurt to check if one of them is causing an issue
Weird
The RPC needs to be in a Network Behaviour and on an active spawned Network Object. If the scene is being loaded after connecting to the network then it needs to be loaded from the NetworkSceneManager
Any process can communicate with any other process by sending a remote procedure call (RPC). As of Netcode for GameObjects version 1.8.0, the Rpc attribute encompasses server to client RPCs, client to server RPCs, and client to client RPCs. The Rpc attribute is session-mode agnostic and can be used in both client-server and distributed authority...
Netcode for GameObjects Integrated Scene Management