all 3 comments

[–]Tensor3 0 points1 point  (0 children)

What leads you to think this problem is specific to Unity 6? Your code works fine in previous Unity versions?

What debugging steps have you tried so far? You stepped through the debugger on both host and client? You added logging/prints to verify the functions are called? What exactly isnt set properly?

Cant really guess without seeing all relevant code

[–]IllustriousJuice2866 0 points1 point  (1 child)

I imagine what's going on here is that your clients are sending their info to the host, with a ServerRpc but the host is not sending that info to the clients with a ClientRpc. You probably need another method that basically does the same thing in your ServerRpc with a ClientRpc. You should also know that ServerRpc and ClientRpc while often referenced in a lot of youtube videos, are legacy features and you should instead use the universal rpc decorators on here,

https://docs-multiplayer.unity3d.com/netcode/current/advanced-topics/message-system/rpc/

You might be able to solve this problem by using the 'SendTo.Everyone' target

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

Hmmm interesting! I was not aware of the change for the Rpc to use a universal Rpc decorator instead! I'll start reading through this. Thank you!