I want a manager to randomly choose a player in the room, and display if he was chosen or not.

I want a game manager, to randomly choose one player in the room, to be the chosen one. Then i want the chosen player, to get displayed on his screen, that he is the chosen one, and activate a “Chosen” bool on his playermanager.

Thank you for taking your time.
All help is appreciated :smile:

using System;
using UnityEngine;
using UnityEngine.UI;
using Photon.Pun;

public void ChoosePlayer()
    {
        if (PhotonNetwork.MasterClient.IsMasterClient)
        {
            //Decide what number
            int RandomNumber = UnityEngine.Random.Range(1,PhotonNetwork.PlayerList.Length);
            Debug.Log("The random number is " + RandomNumber);


            //Temporary, See all the ActorNumbers for all Players.
            foreach (Photon.Realtime.Player players in PhotonNetwork.PlayerList)
            {
                print(players.ActorNumber);
            }

            Debug.Log(PhotonNetwork.CurrentRoom.GetPlayer(RandomNumber) + " is chosen");

            ChosenPlayer = RandomNumber;

            UpdateGameState(GameState.DisplayRoles);
        }
        else
        {
            return;
        }
    }
    public void DisplayRoles()
    {
        RoleText.gameObject.SetActive(true);
        if (PhotonNetwork.LocalPlayer.ActorNumber == ChosenPlayer)
        {
            RoleText.text = ("You are the chosen player");
            RoleText.color = Color.red;
        }
        else
        {
            RoleText.text = ("You are normal");
            RoleText.color = Color.green;
        }
    }
using UnityEngine;
using Photon.Pun;
using System.IO;

public class PlayerManager : MonoBehaviour
{
    PhotonView PV;
    public bool isChosen;
    int ChosenPlayer;



    private void Awake()
    {
        PV = GetComponent<PhotonView>();
    }

    private void Start()
    {
        if (PV.IsMine)
        {
            CreateController();
        }

        ChosenPlayer = FlowManager.Instance.ChosenPlayer;


    }

    public void Update()
    {
        PV.RPC("UpdatePlayerBool", RpcTarget.AllViaServer);
    }

    [PunRPC]
    public void UpdatePlayerBool()
    {
        if (PV.IsMine)
        {
            if (PhotonNetwork.LocalPlayer.ActorNumber == ChosenPlayer)
            {
                isChosen = true;
            }
            else
            {
                return;
            }
        }
    }

    void CreateController()
    {
        PhotonNetwork.Instantiate(Path.Combine("PhotonPrefabs", "PlayerController"), Vector3.zero, Quaternion.identity);
    }
}
  • I expected this to work.
  • This didnt work, I think each of the clients generates their own number, and if the number is the same as their actornumber, they will get displayed that he is the chosen one. This does not work for the bool tho, only the masterclient bool will be true if he is the chosen one.

The manager is being controlled/owned by the masterclient.

How to report your problem productively in the Unity3D forums:

http://plbm.com/?p=220

This is a bare minimum of information to report:

  • what you want
  • what you tried
  • what you expected to happen
  • what actually happened, especially any errors you see

You may edit your post above.

How to understand compiler and other errors and even fix them yourself:

https://discussions.unity.com/t/824586/8

If you post a code snippet, ALWAYS USE CODE TAGS:

How to use code tags: https://discussions.unity.com/t/481379

ok

Excellent progress! Now it is time to upgrade “I think” to “I know,” and to find out why…

Here’s how to get that information:

What is often happening in these cases is one of the following:

  • the code you think is executing is not actually executing at all
  • the code is executing far EARLIER or LATER than you think
  • the code is executing far LESS OFTEN than you think
  • the code is executing far MORE OFTEN than you think
  • the code is executing on another GameObject than you think it is
  • you’re getting an error or warning and you haven’t noticed it in the console window

To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

Doing this should help you answer these types of questions:

  • is this code even running? which parts are running? how often does it run? what order does it run in?
  • what are the values of the variables involved? Are they initialized? Are the values reasonable?
  • are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

Knowing this information will help you reason about the behavior you are seeing.

If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

You could also just display various important quantities in UI Text elements to watch them change as you play the game.

If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer or iOS: https://discussions.unity.com/t/700551 or this answer for Android: https://discussions.unity.com/t/699654

Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

https://discussions.unity.com/t/839300/3

You must find a way to get the information you need in order to reason about what the problem is.