PUN issues.

So I’m having a bit of an issue with my PUN networked game, Ztanks.
I think there’s a problem with the way I’m calling RPC’s but I cant for the life of me figure out why.
you can see the effect here, on the alpha test page:

Demo Link

the issue seems to happen when there are 3 or more connected clients, and what happens is when you kill someone else, you get the Kill Screen overlay on your end. now the only time that particular overlay is activated is after you have been killed, which is the part that is absolutely puzzling me.

I can post samples of code but I’m hoping someone can tell me why this issue is happening after trying the demo.

Thank you for your time,

-MagnusZane

To debug things like this, I usually start by adding a Debug.Log() into the methods that are called when I don’t expect it. That’s simple and in Unity you always get a callstack in the console. You can print out the values of related variables, too.
Then look at the callstack. When it doesn’t look like a received RPC, you want to investigate why the methods get called the way they are.

A more elaborate setup would be setting a breakpoint in the “show overlay” and let the debugger stop there to evaluate the complete state.

Code would be nice :wink:

I think I solved my issue. I think calling an rpc on the object from a script not on that object can cause issues.