[Rpc(SendTo.Everyone)] not Printing Messages on the Client, only the Host?

Hi everyone,

I’m working on a multiplayer project using Unity’s Netcode for GameObjects. I have a method marked with [Rpc(SendTo.Everyone)] that is supposed to log messages on both the host and the clients. However, the messages are only being logged on the Host.

    [Rpc(SendTo.NotServer)]
    private void NotServerRpc(ulong networkObjectId)
    {
        Debug.Log("SendTo.NotServer Client RPC called");
        InvokeClientRpcOnEveryone(networkObjectId);
    }

    [Rpc(SendTo.Everyone, RequireOwnership = false)]
    private void NotifyRpc(ulong networkObjectId)
    {
        Debug.Log("SendTo.Everyone Client RPC called");
        InvokeClientRpcOnEveryone(networkObjectId);
    }

    private void InvokeClientRpcOnEveryone(ulong networkObjectId)
    {
        Debug.Log("<color=magenta>Invoking client RPC on everyone. </color> Network object ID: " + networkObjectId);
    }

The script is attached to a networked prefab that gets instantiated and spawned in the Start method when the Host is connected. When a new Client connects, it starts a coroutine to check if the object is spawned on the network before calling two different types of ClientRpc methods to print a message. Whenever [Rpc(SendTo.Everyone)] or [Rpc(SendTo.NotServer)] is called, the messages only show on the Host console, not the Client. I am using Parallel Sync to display both the Host and the Client instances.

for the sanity of everyone, can you please post code as text in the correct tags, so that if necessary people can copy/paste it


    [Rpc(SendTo.Everyone, RequireOwnership = false)]
    private void NotifyClientRpc(ulong networkObjectId)
    {
        Debug.Log("SendTo.Everyone Client RPC called");
        InvokeClientRpcOnEveryone(networkObjectId);
    }

    private void InvokeClientRpcOnEveryone(ulong networkObjectId)
    {
        Debug.Log("<color=magenta>Invoking client RPC on everyone. </color> Network object ID: " + networkObjectId);
    }

Apologies, this is my first time on here. But this is an example of the code that is not being printed on the Client, only the Host.