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Sync variables with new players

Discussion in 'Multiplayer' started by Morseton, Feb 5, 2016.

  1. Morseton

    Morseton

    Joined:
    Jan 15, 2016
    Posts:
    90
    Hello, I've recently started using PUN, and I'm having trouble syncing data with players that join the server late.

    For example, if player 1 has 10 kills, and a new player joins the server, he will see on the score window that the player 1 only has 0 kills because the variable didn't sync with the new player.

    How can I add syncing? I've tryed sending an RPC when a new player joins, to all other players like this:


    // sync current players data
    GameObject[] gos = GameObject.FindGameObjectsWithTag ("Player");
    foreach (GameObject go in gos) {
    int kills, deaths;
    kills = go.GetComponent ().kills;
    deaths = go.GetComponent ().deaths;
    go.transform.GetComponent ().RPC ("syncData", PhotonTargets.AllBuffered,kills,deaths);
    }


    [PunRPC]
    void syncData(int _kills,int _deaths){
    kills = _kills;
    deaths = _deaths;
    }

    but this instead of syncing all the data, just resets the data back to 0.

    How can I get the desired effect?

    Thanks for your time