Sync UNet death across all clients in unity3D - c#

I've been learning UNet to create a LAN multiplayer game and everything is going really well except the player damage.
The goal here is to sync the death enough that both clients realize the death has happened, and it is supposed to reload the scene, using NetworkManager.singleton.ServerChangeScene("SampleScene");
However the death only updates on one client, but a new error has appeared. When I acquire and call one of the methods from my PlayerDamage script, it returns an error saying there is no argument in the method that corresponds to my float amount constructor. Here is the code from my Gun and PlayerDamage script.
Gun:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.SceneManagement;
public class Gun : NetworkBehaviour {
public float damage = 10f;
public float range = 100f;
public Camera fpsCam;
public AudioSource pistol;
//public ParticleSystem muzzleFlash;
//[SerializeField] private ParticleSystem part;
//public float shotTime = .25f;
private void Update()
{
if (Input.GetButton("Fire1"))
{
Shoot();
pistol.Play();
}
}
void Shoot()
{
RaycastHit hit;
if (Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out hit, range))
{
PlayerDamage target = hit.transform.GetComponent<PlayerDamage>();
target.takeDamage();
}
}
}
PlayerDamage:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.SceneManagement;
public class PlayerDamage : NetworkBehaviour {
[SyncVar]
public float health = 50f;
[ClientRpc]
public void CmdTakeDamage(float amount)
{
Debug.Log("took damage" + amount);
}
public void takeDamage(float amount)
{
health -= amount;
CmdTakeDamage(amount);
}
public void Die()
{
NetworkManager.singleton.ServerChangeScene("SampleScene");
}
}
Thanks in advance, FerretCode

You'll need to send a message across all other clients in order for them to be updated on a certain player. In order to do that, you'll need to have some sort of a game event bus that handles the receiving and dispatching of game events throughout the network.
Say if you have three players playing your game and one of them dies, it sends a network message to the host (regardless if it's a server or a player) that a player X died. The host will now send a message to other players Y, and Z, except X that player X died and thus notifying them so that clients Y and Z will be able to kill player X on their side.
Multiplayer games are harder than it looks, and you'll need to design a system where can make every one of the clients synchronize all at the same time before doing any gameplay-related stuff.

Related

Character Collision problem in unity 2D game

I'm making a 2D game and trying to make a characters move automatically when they spawn from the door to the desk or close to the sofa then stop there. the problem is that they don't collide with anything in the background like sofa or table or desk and they keep going trying to force move and going out of the canvas. this is a GIF for the game play and script that i'm using on the characters:
What am I supposed to do?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CharacterConstantMove : MonoBehaviour
{
GameManager Game_Manager;
void Start()
{
GameObject gameController = GameObject.FindGameObjectWithTag("GameController");
Game_Manager = gameController.GetComponent<GameManager>();
}
void Update()
{
transform.Translate(Game_Manager.moveVector * Game_Manager.moveSpeed * Time.deltaTime);
}
}
GameManager.Cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameManager : MonoBehaviour
{
public float moveSpeed = 1.0f;
public Vector2 moveVector;
}
That's what happens when you translate the body in every frame. From an answer to this similar problem has been addressed, Transform is not a physics-based component. It's the position, rotation, and scale of the object. It doesn't interact with physics system on it's own. Rigidbody is a physics-based component that performs different kinds of physics interactions, like collisions, forces, and more.
Add a rigidbody component to your gameobject and set its velocity, it then interacts with the game physics.
private Rigidbody2D rb;
private void Awake() {
rb = GetComponent<Rigidbody2D>();
}
private void Update() {
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Random Obstacle Generator in unity 3D

I am looking to make my first actual game called Bottomless. It seems I am having a problem with the obstacle generator script in Unity2D. I want the obstacle to generate vertically, where a player is falling down the level.
Here my script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Generator : MonoBehaviour
{
public GameObject spike;
public float maxspeed;
public float minspeed;
public float currentspeed;
void Awake()
{
currentspeed = Random.Range(maxspeed, minspeed);
spikegen();
}
void spikegen()
{
GameObject SpikeIns = Instantiate(spike, transform.position, transform.rotation);
}
void Update()
{
}
}
Seems like running this code crashes unity quickly. Does anyone have better alternative?
So, I have been considering your problem, and I think the best thing to do would be to create spawn points in your map pieces for the spikes to fit in. Then, when your player is falling, and the new map is loaded, grab the spawn points, add them to a list, choose one randomly, and then instantiate your spike there. Or get the map pieces themselves to spawn the spikes as they are loaded.
Method 1:
Create spawn points on your map piece. Create and add the following script. Place the spawn points in the list in inspector. And call function on Awake/Start.
using System.Collections;
using UnityEngine;
public class MapScript : MonoBehaviour
{
//Spike you want to instantiate
public GameObject spike;
//List for you to place spawn points in the inspector
public List<GameObject> Spawnpoints = new List<GameObject>();
public void Awake()
{
//Get a random number from 0 to our lists count
int random = Random.Range(0, Spawnpoints.Count);
//Instantiate at the random spawn point
GameObject SpikeIns = Instantiate(spike, Spawnpoints[random].transform.position, transform.rotation);
}
}
Method 2:
Similar to the example above, except the code to spawn happens in the Generator script (this is not the preferred method as we will have to access the map piece's script).
So use the code above but remove the Awake and spike GameObject, and then for your generator script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Generator : MonoBehaviour
{
public GameObject spike;
public float maxspeed;
public float minspeed;
public float currentspeed;
void Awake()
{
currentspeed = Random.Range(maxspeed, minspeed);
spikegen();
}
void Update()
{
}
void spikegen()
{
List<GameObject> Spawners = new List<GameObject>();
foreach(GameObject spawn in refernceToOtherScripts.Spawnpoints)
{
Spawners.Add(spawn);
}
int random = Random.Range(0, Spawners.Count);
GameObject SpikeIns = Instantiate(spike, Spawners[random].transform.position, transform.rotation);
}
}
Neither of these have been tested as I am on my work computer, but they should both work perfectly fine. As you have probably guessed, there are a lot of different way to go about this.

Scoring points using triggers in Unity

I want that whenever my player passes through a particular portion of my obstacle it should add 2 points to the score. In order to do this I've made a child of the obstacle. This child contains the box collider which covers that particular portion of the obstacle (I've switched on the Is Trigger in Unity).
Code on child having trigger -
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Score : MonoBehaviour
{
float points;
void Start()
{
}
void Update()
{
Debug.Log(points);
}
void OnTriggerExit2D(Collider2D other)
{
points += 2f;
}
}
The problem is that in the console the points are showing 0s and 2s only like this -
Console
While it should be 0, 2, 4, 6... after passing the obstacle.
Also clones of the original obstacle are being created, i.e. I pass through a new clone each time; in case this is causing the problem.
Yeah it is obvious that it will print out 0s and 2s because your script doesn't use a centralized scoring system it just updates the score in that particular instance. You can make another script call it GameManager where you can make a player score variable and on trigger exit function of your child function would increment the score of that GameManager variable playerscore.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameManager : MonoBehaviour
{
public float playerPoints = 0f;
}
In Score Script
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Score : MonoBehaviour
{
public GameManager manager; // Drag and drop the gamemanager object from scene in to this field
void OnTriggerExit2D(Collider2D other)
{
manager.playerPoints += 2f;
Debug.Log(manager.playerPoints);
}
}

every time i try to test run i run in to an error The name 'Player' does not exist in the current context. i cant find a solution

I am making a game and in the game im trying to make the enemy go towards the player when the player steps into the sight of the enemy. I cant figure out how to make the name (player) mean anything im very new at this its my second attempt on makin a game please help me im very confused im running c#
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Enemy : MonoBehaviour
{
private Transform _target;
[SerializeField] private float _speed = 9;
void Awake() {
_target = FindObjectOfType(Player)().transform;
}
void update() {
transform.position = Vector3.MoveTowards(transform.position,_target.position, _speed * Time.deltaTime);
}
}
You need to use the typeof operator instead of passing the class name.
void Awake() {
_target = FindObjectOfType(typeof(Player))().transform;
}

unity public variable not showing with gameObject.find

I have a script here called EnemyHealth and a script called DatabaseManager. in the DatabaseManager script I am trying to reference a newly created public int deathCount variable from the EnenmyHealth script, but that public variable isn't showing for me while all others are, here is the code
EnemyHealth
using UnityEngine;
namespace CompleteProject
{
public class EnemyHealth : MonoBehaviour
{
public int startingHealth = 100; // The amount of health the enemy starts the game with.
public bool isDead; // Whether the enemy is dead.
public int deathCount;
public int currentHealth; // The current health the enemy has.
public float sinkSpeed = 2.5f; // The speed at which the enemy sinks through the floor when dead.
public int scoreValue = 10; // The amount added to the player's score when the enemy dies.
public AudioClip deathClip; // The sound to play when the enemy dies.
DatabaseManager
using UnityEngine;
using UnityEngine.Networking;
using System.Collections;
public class DatabaseManager: MonoBehaviour
{
private void Awake()
{
int x = GameObject.Find("ZomBear").GetComponent<EnemyHealth>().deathCount;
}
it just doesn't seem to find this one variable whilst all the other public ones are visible
The class EnemyHealth is inside the CompleteProject namespace: you should add
using CompleteProject
at the top of DatabaseManager script, in order to have visibility of that namespace.
In your IDE hit save all. ensure that when you edit multiple scripts, you save the nw version of all scripts involved. sounds simple, but i have done this hundreds of times, and it usually only takes a sec to realize it.

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