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Network variable

Discussion in 'Netcode for GameObjects' started by reiconrooc, Mar 18, 2023.

  1. reiconrooc

    reiconrooc

    Joined:
    Aug 11, 2018
    Posts:
    16
    I am learning Netcode concepts and I have a question about network variables.
    When i chanche a value of a network variable in the server, this change is propagated on all client.
    I know that there is a callback settable when the value is changed. Can I use this callback to know that all client received the synchronization? I need to perform actions in the server after all client have received the new value of the variable. For example I need to set the current player after all players received this new value.
     
  2. CodeSmile

    CodeSmile

    Joined:
    Apr 10, 2014
    Posts:
    6,005
    You can have each client call a ServerRPC and the server counts how many clients have sent their "receipt" status. The server would have to maintain who sent a receipt.

    However, this sounds more like you should do it with RPCs altogether. Call a ClientRPC and have each client respond with a ServerRPC to confirm the receipt of the value.
     
    RikuTheFuffs and afavar like this.