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Unity Multiplayer InvokeCommand class doesn't match

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

  1. Vanamerax

    Vanamerax

    Joined:
    Jan 12, 2012
    Posts:
    937
    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

    chrismarch

    Joined:
    Jul 24, 2013
    Posts:
    459