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 Synchronizing Colors

Discussion in 'Multiplayer' started by seanr, Jun 20, 2015.

  1. seanr

    seanr

    Unity Technologies

    Joined:
    Sep 22, 2014
    Posts:
    669
    A Code snippet to allow synchronization of colors from the server to clients


    Code (CSharp):
    1.  
    2. class ColorSync : NetworkBehaviour
    3. {
    4.     [SyncVar(hook="OnColor")]
    5.     public Color myColor;
    6.  
    7.     void OnColor(Color newColor)
    8.     {
    9.         GetComponent<Renderer>().material.color = newColor;
    10.         myColor = newColor;
    11.     }
    12.  
    13.     public override void OnStartClient()
    14.     {
    15.         GetComponent<Renderer>().material.color = myColor;
    16.     }
    17. }
    18.  
     
  2. wicked208

    wicked208

    Joined:
    Oct 25, 2010
    Posts:
    83
    i tried the code but doesn work for me, server object dont update color in other clients
     
    christophermrau likes this.
  3. Oshroth

    Oshroth

    Joined:
    Apr 28, 2014
    Posts:
    99
    It looks like you need an object on the server to set myColor for each client.
    Code (CSharp):
    1.  
    2. //In a NetworkManager-derived script
    3.     public override void OnServerAddPlayer(NetworkConnection conn, short playerControllerId) {
    4.         base.OnServerAddPlayer(conn, playerControllerId);
    5.         GameObject player = null;
    6.         PlayerController playerController = null;
    7.         if (conn.GetPlayerController(playerControllerId, out playerController)) {
    8.             player = playerController.gameObject;
    9.         }
    10.         if (player != null) {
    11.  
    12.             var playersyncer = player.GetComponent<ColorSync>();
    13.             playersyncer.myColor = RandomEx.RandomColor();
    14.  
    15.         }
    16.  
    17.     }
     
    christophermrau likes this.
  4. lexi89

    lexi89

    Joined:
    Dec 5, 2016
    Posts:
    4
    2017 update for @Oshroth 's code:

    Code (CSharp):
    1.     public override void OnServerAddPlayer(NetworkConnection conn, short playerControllerId) {
    2.         base.OnServerAddPlayer(conn, playerControllerId);
    3.         if(conn.playerControllers.Count > 0){
    4.             GameObject player = conn.playerControllers [0].gameObject;
    5.             // do stuff to the player GameObject
    6.         }
    7.     }
    This is assuming that you'll only ever have 1 player per connection. If there are more, then just loop through the list...
     
unityunity