
NetworkView.RPC("returnvariableRPC",RPCMode.Server, Network. Wait time: Allowable timeout between peers when negotiating which. From a client's perspective, the only other player is the server, and only the server has 'real' knowledge of each client and. Ping (client B) won't work because all other clients appear to any one client as the host, because its not a peer-to-peer network structure.
#UNITY NETWORKVIEW TIMEOUT UPDATE#
This is basically the code that I need to use, but that doesn't update my needed variable, when run client-side. Unity Orchestrator: This is a comprehensive platform for deployment, management. Not in a client-server networking architecture like Unity or photon, no. My attempts at making a STATIC rpc function, or even a very stupid "return server variable" rpc function have failed miserably, especially since RPC returns always VOID. others, but what about calling an rpc function somewhere else, asking for a variable value, or trying to set up a variable there? Unit (PMCU), and accessing synchrophasor data through the use of.


I have seen quite some examples of RPC calls when the script calls an rpc function on that same script on the server or. Reclose Supervision Logic (Following Open Interval Time-Out).

when the scripts are in different gameobjects. I have seen quite a bit of examples and documentation until now regarding rpc and client server however, there's a very stupid and very obscure subject on which I hope those good amongst you can shed some light: requesting a server variable from a client, and updating said value.
