Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.

Unity Multiplayer InvokeCommand class doesn't match

Discussion in 'Multiplayer' started by Vanamerax, Jun 13, 2015.

  1. Vanamerax


    Jan 12, 2012
    Hello everyone,

    I'm having some problems with the new UNET api. Been looking through the manual, and decided to try out a bullet spawner with the exact code as on this manual page. The script is attached to the root object of a prefab marked as player inside the NetworkManager. The bullet prefab also has been marked as a spawnable prefab in the manager. The player additionally has a NetworkIdentity and a NetworkTransform attached to it, just like the bullet prefab.

    The problem is, that when I create a host server in the editor, then create another instance of my game and connect to the editor as a client. Then I call the CmdDoFire from the player of this client. It will cause an error in the editor:

    However, the rest of the code seems to be working fine. Is this a bug I'm encountering or did I miss something here? The error message is not helpful at all here.
  2. chrismarch


    Jul 24, 2013