Hello I’ve got this error when a other user try to spawn :
“RPC call failed because the function ‘Client_ServerLoaded’ does not exist in any script attached to’PlayerManager’”
Whole Script:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class MultiplayerManager : MonoBehaviour
{
public static MultiplayerManager instance;
public string PlayerName;
private string MatchName = "";
private string MatchPassword = "";
private int MatchMaxUsers = 32;
public List<MPPlayer> PlayerList = new List<MPPlayer>();
public List<MapSettings> MapList = new List<MapSettings>();
public MapSettings CurrentMap = null;
public int oldprefix;
public bool IsMatchStarted = false;
//General Multiplayer Modes
public bool MatchLoaded;
public MPPlayer MyPlayer;
public GameObject[] Spawnpoints;
void Start()
{
instance = this;
PlayerName = PlayerPrefs.GetString("PlayerName");
CurrentMap = MapList[0];
DontDestroyOnLoad(gameObject);
}
void FixedUpdate()
{
instance = this;
}
public void StartServer(string servername, string serverpassword, int maxusers)
{
MatchName = servername;
MatchPassword = serverpassword;
MatchMaxUsers = maxusers;
Network.InitializeServer(MatchMaxUsers , 2550, false);
MasterServer.RegisterHost("DeathMatch", MatchName, "");
//Network.InitializeSecurity();
}
void OnServerInitialized()
{
Server_PlayerJoinRequest(PlayerName, Network.player);
}
void OnConnectedToServer()
{
networkView.RPC("Server_PlayerJoinRequest", RPCMode.Server, PlayerName, Network.player);
}
void OnPlayerDisconnected(NetworkPlayer id)
{
networkView.RPC("Client_RemovePlayer", RPCMode.All, id);
}
void OnPlayerConnected(NetworkPlayer player)
{
foreach(MPPlayer pl in PlayerList)
{
networkView.RPC("Client_AddPlayerToList", player, pl.PlayerName, pl.PlayerNetwork);
}
networkView.RPC("Client_GetMultiplayerMatchSettings", player, CurrentMap.MapName, "", "");
}
[RPC]
void Server_PlayerJoinRequest(string playername, NetworkPlayer view)
{
networkView.RPC("Client_AddPlayerToList", RPCMode.All, playername, view);
}
[RPC]
void Client_AddPlayerToList(string playername, NetworkPlayer view)
{
MPPlayer tempplayer = new MPPlayer();
tempplayer.PlayerName = playername;
tempplayer.PlayerNetwork = view;
PlayerList.Add(tempplayer);
if(Network.player == view)
{
MyPlayer = tempplayer;
}
}
[RPC]
void Client_RemovePlayer(NetworkPlayer view)
{
MPPlayer temppl = null;
foreach(MPPlayer pl in PlayerList)
{
if(pl.PlayerNetwork == view)
{
temppl = pl;
}
}
if(temppl != null)
{
PlayerList.Remove(temppl);
}
}
[RPC]
void Client_GetMultiplayerMatchSettings(string map, string mode, string others)
{
CurrentMap = GetMap(map);
}
public MapSettings GetMap(string name)
{
MapSettings get = null;
foreach(MapSettings st in MapList)
{
if(st.MapName == name)
{
get = st;
break;
}
}
return get;
}
[RPC]
void Client_LoadMultiplayerMap(string map, int prefix)
{
Network.SetLevelPrefix(prefix);
Application.LoadLevel(map);
}
void OnGui()
{
if(!MyPlayer.PlayerIsAlive)
SpawnMenu();
}
[RPC]
void Server_SpawnPlayer(NetworkPlayer player)
{
int numberspawn = Random.Range(0, Spawnpoints.Length - 1);
networkView.RPC("", RPCMode.All, player, Spawnpoints[numberspawn].transform.position, Spawnpoints[numberspawn].transform.rotation);
}
[RPC]
void Client_SpawnPlayer(NetworkPlayer player, Vector3 position, Quaternion rotation)
{
if(player == MyPlayer.PlayerNetwork)
{
MyPlayer.PlayerManager.ControllerTransform.position = position;
MyPlayer.PlayerManager.ControllerTransform.rotation = rotation;
MyPlayer.PlayerManager.networkView.RPC("Client_PlayerAlive", RPCMode.Others);
}
else
{
}
}
void OnLevelWasLoaded()
{
if(Application.loadedLevelName == CurrentMap.MapLoadName)
{
MatchLoaded = true;
Spawnpoints = GameObject.FindGameObjectsWithTag("spawnpoint");
}
}
//Deathmatch
void SpawnMenu()
{
if(GUI.Button(new Rect(5, Screen.height -40, 250, 35),"Spawn"))
{
if(Network.isServer)
Server_SpawnPlayer(Network.player);
else
networkView.RPC("Server_SpawnPlayer", RPCMode.Server, Network.player);
}
}
}
[System.Serializable]
public class MPPlayer
{
public string PlayerName = "";
public NetworkPlayer PlayerNetwork;
public PlayerManager PlayerManager;
public int PlayerHealth = 100;
public bool PlayerIsAlive;
public int PlayerKills;
public int PlayerDeaths;
}
[System.Serializable]
public class MapSettings
{
public string MapName;
public string MapLoadName;
public Texture MapLoadTexture;
}