I need to modify a non-player object. I am able to do it but for some reasons, I get warning:
Trying to send command for object without authority.
UnityEngine.Networking.NetworkBehaviour:SendCommandInternal(NetworkWriter, Int32, String)
ModelControl:CallCmdSetCube()
ModelControl:Update() (at Assets/Scripts/ModelControl.cs:21)
I have gone through the unity docs and the various answers but the weird part is that it does work but I wish to prevent the warning.
First there is a Manager object that creates the neutral object. This happens on the host.
public class ObjectControl : NetworkBehaviour
{
public GameObject cube;
public override void OnStartServer()
{
if (GameObject.Find("Cube") != null) { return; }
GameObject cubeInstance = (GameObject)Instantiate(this.cube,
new Vector3(0f, 0f, 5f), Quaternion.identity);
cubeInstance.name = "Cube";
NetworkServer.Spawn(cubeInstance);
}
}
Then each player has the following:
private void CmdSetCube()
{
GameObject cube = GameObject.Find("Cube"); // This is the neutral object
if (cube != null)
{
NetworkIdentity ni =cube.GetComponent<NetworkIdentity>();
ni.AssignClientAuthority(connectionToClient);
RpcPaint(cube, new Color(Random.Range(0f, 1f), Random.Range(0f, 1f), Random.Range(0f, 1f)));
ni.RemoveClientAuthority(connectionToClient);
}
}
[ClientRpc]
void RpcPaint(GameObject obj, Color col)
{
obj.GetComponent<Renderer>().material.color = col;
}
The host does not trigger the warning. Only the remote clients gets the warning. When I have many clients, I can see in the editor console that it will print as many times as there are clients. But again, it does actually work, I can see the new data being propagated to all sessions but I am expecting something to go down later on.
So the issue came from the Update method:
The problem here being that all instances of that script will run the code while only one is really getting authority.
Solution:
Add the line to make sure this is the local player calling.