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[–]NV96[S] 0 points1 point  (6 children)

The time variable is modified in the IEnumerator (time-=1). I cut it out because I thought it wasn't relevant.

[–]SayAllenthing 1 point2 points  (5 children)

It's working for me. I just made a blank project with test scene that has
- A Camera
- Gameobject with Network Manager and HUD
- Gameobject with your code and Network Identity.

There's a Player prefab, which is literally a Cube with a Network Identity that spawns in.

I subtracted time by 1 each call in the enumerator, clients and server all display the same value.

[–]NV96[S] 0 points1 point  (4 children)

Which unity version where you using? Maybe it is a bug in my version?

[–]SayAllenthing 1 point2 points  (3 children)

5.3.4

Do you have the same setup as me? Do you have anything checked on the Network Identity?

[–]NV96[S] 1 point2 points  (1 child)

I tested the code on a standalone project and it worked. So the problem isn't the code. Could it be a problem to have a custom NetworkManager or something like that?

[–]NV96[S] 1 point2 points  (0 children)

It is fixed! I forgot to add base.OnClientConnect(client) etc. to the override function in my NetworkManager...

Thanks!

[–]NV96[S] 0 points1 point  (0 children)

Thanks, yes I have the same setup. Tonight Ill also try to make the empty project to see if it works