I was learning multiplayer game implementation through Unity Multiplayer system.
So I come across this really good tutorials written for beginners:
Introduction to a Simple Multiplayer Example
From this tutorial, I can’t able to understand this page content:
Death and Respawning
Through this code, in tutorial they are talking about our player will respawn (player will transform at 0 position and health will be 100) and player can start fighting again.
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Networking;
using System.Collections;
public class Health : NetworkBehaviour {
public const int maxHealth = 100;
[SyncVar(hook = "OnChangeHealth")]
public int currentHealth = maxHealth;
public RectTransform healthBar;
public void TakeDamage(int amount)
{
if (!isServer)
return;
currentHealth -= amount;
if (currentHealth <= 0)
{
currentHealth = maxHealth;
// called on the Server, but invoked on the Clients
RpcRespawn();
}
}
void OnChangeHealth (int currentHealth )
{
healthBar.sizeDelta = new Vector2(currentHealth , healthBar.sizeDelta.y);
}
[ClientRpc]
void RpcRespawn()
{
if (isLocalPlayer)
{
// move back to zero location
transform.position = Vector3.zero;
}
}
}
As per my thinking → All clients are executing ClientRPC so all devices local players will move at the spawn position and health get full.
As per this tutorial → only own player’s spawn position and health get updated.
So why this thing is happening that I can’t able to understand?
Actually RPC get called on all clients then all clients should require to move at start position and get full health.
Please give me some explanation in this.