Raise Event being received twice by each client in Photon









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My Raise Event is being received twice by every client although it is only being sent once. I am using the following configuration. It doesn't matter if I send it to only one or to all the clients.



 public void OnEnable()

PhotonNetwork.OnEventCall += OnEvent;


public void OnDisable()

PhotonNetwork.OnEventCall -= OnEvent;



public void OnEvent(byte eventCode, object content, int senderId)
{
Debug.Log("Event recieved");

if (eventCode == genshieldcode )


object mydata = (object)content;
int clickedview = (int)mydata[0];
string command = (string)mydata[1];
int clickerview = (int)mydata[2];

GameObject clicker = PhotonView.Find(clickerview).gameObject;
if (clicker != null)
if (LocalPlayerInstance != clicker)
return;




GameObject clicked = PhotonView.Find(clickedview).gameObject;

if (command == "generate")

Debug.Log("Generating Shield");
GameObject temp = Instantiate(shield);
temp.transform.position = clicked.transform.position;

else if(command =="destroy")

Debug.Log("Destroying shield");
GameObject temp = GameObject.FindGameObjectWithTag("shield");
if (temp != null)
Destroy(temp);







Here is how I am sending the event. The event is being sent only once as I have already checked that.



object myobject = new object clicked.GetComponent<PhotonView>().viewID, "generate",clicker.GetComponent<PhotonView>().viewID ;
int actors = new int clicker.GetComponent<PhotonView>().ownerId ;
RaiseEventOptions r = new RaiseEventOptions TargetActors = actors ;
PhotonNetwork.RaiseEvent(genshieldcode, myobject, true, r)









share|improve this question























  • make sure the component that subscribes to the PhotonNetwork.OnEventCall event is not present twice in the scene. Also make sure you call PhotonNetwork.RaiseEvent once and not twice.
    – JohnTube
    Nov 16 at 9:27














up vote
1
down vote

favorite












My Raise Event is being received twice by every client although it is only being sent once. I am using the following configuration. It doesn't matter if I send it to only one or to all the clients.



 public void OnEnable()

PhotonNetwork.OnEventCall += OnEvent;


public void OnDisable()

PhotonNetwork.OnEventCall -= OnEvent;



public void OnEvent(byte eventCode, object content, int senderId)
{
Debug.Log("Event recieved");

if (eventCode == genshieldcode )


object mydata = (object)content;
int clickedview = (int)mydata[0];
string command = (string)mydata[1];
int clickerview = (int)mydata[2];

GameObject clicker = PhotonView.Find(clickerview).gameObject;
if (clicker != null)
if (LocalPlayerInstance != clicker)
return;




GameObject clicked = PhotonView.Find(clickedview).gameObject;

if (command == "generate")

Debug.Log("Generating Shield");
GameObject temp = Instantiate(shield);
temp.transform.position = clicked.transform.position;

else if(command =="destroy")

Debug.Log("Destroying shield");
GameObject temp = GameObject.FindGameObjectWithTag("shield");
if (temp != null)
Destroy(temp);







Here is how I am sending the event. The event is being sent only once as I have already checked that.



object myobject = new object clicked.GetComponent<PhotonView>().viewID, "generate",clicker.GetComponent<PhotonView>().viewID ;
int actors = new int clicker.GetComponent<PhotonView>().ownerId ;
RaiseEventOptions r = new RaiseEventOptions TargetActors = actors ;
PhotonNetwork.RaiseEvent(genshieldcode, myobject, true, r)









share|improve this question























  • make sure the component that subscribes to the PhotonNetwork.OnEventCall event is not present twice in the scene. Also make sure you call PhotonNetwork.RaiseEvent once and not twice.
    – JohnTube
    Nov 16 at 9:27












up vote
1
down vote

favorite









up vote
1
down vote

favorite











My Raise Event is being received twice by every client although it is only being sent once. I am using the following configuration. It doesn't matter if I send it to only one or to all the clients.



 public void OnEnable()

PhotonNetwork.OnEventCall += OnEvent;


public void OnDisable()

PhotonNetwork.OnEventCall -= OnEvent;



public void OnEvent(byte eventCode, object content, int senderId)
{
Debug.Log("Event recieved");

if (eventCode == genshieldcode )


object mydata = (object)content;
int clickedview = (int)mydata[0];
string command = (string)mydata[1];
int clickerview = (int)mydata[2];

GameObject clicker = PhotonView.Find(clickerview).gameObject;
if (clicker != null)
if (LocalPlayerInstance != clicker)
return;




GameObject clicked = PhotonView.Find(clickedview).gameObject;

if (command == "generate")

Debug.Log("Generating Shield");
GameObject temp = Instantiate(shield);
temp.transform.position = clicked.transform.position;

else if(command =="destroy")

Debug.Log("Destroying shield");
GameObject temp = GameObject.FindGameObjectWithTag("shield");
if (temp != null)
Destroy(temp);







Here is how I am sending the event. The event is being sent only once as I have already checked that.



object myobject = new object clicked.GetComponent<PhotonView>().viewID, "generate",clicker.GetComponent<PhotonView>().viewID ;
int actors = new int clicker.GetComponent<PhotonView>().ownerId ;
RaiseEventOptions r = new RaiseEventOptions TargetActors = actors ;
PhotonNetwork.RaiseEvent(genshieldcode, myobject, true, r)









share|improve this question















My Raise Event is being received twice by every client although it is only being sent once. I am using the following configuration. It doesn't matter if I send it to only one or to all the clients.



 public void OnEnable()

PhotonNetwork.OnEventCall += OnEvent;


public void OnDisable()

PhotonNetwork.OnEventCall -= OnEvent;



public void OnEvent(byte eventCode, object content, int senderId)
{
Debug.Log("Event recieved");

if (eventCode == genshieldcode )


object mydata = (object)content;
int clickedview = (int)mydata[0];
string command = (string)mydata[1];
int clickerview = (int)mydata[2];

GameObject clicker = PhotonView.Find(clickerview).gameObject;
if (clicker != null)
if (LocalPlayerInstance != clicker)
return;




GameObject clicked = PhotonView.Find(clickedview).gameObject;

if (command == "generate")

Debug.Log("Generating Shield");
GameObject temp = Instantiate(shield);
temp.transform.position = clicked.transform.position;

else if(command =="destroy")

Debug.Log("Destroying shield");
GameObject temp = GameObject.FindGameObjectWithTag("shield");
if (temp != null)
Destroy(temp);







Here is how I am sending the event. The event is being sent only once as I have already checked that.



object myobject = new object clicked.GetComponent<PhotonView>().viewID, "generate",clicker.GetComponent<PhotonView>().viewID ;
int actors = new int clicker.GetComponent<PhotonView>().ownerId ;
RaiseEventOptions r = new RaiseEventOptions TargetActors = actors ;
PhotonNetwork.RaiseEvent(genshieldcode, myobject, true, r)






unity3d photon






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edited Nov 10 at 12:20









lgwilliams

517317




517317










asked Nov 10 at 12:08









Talha

194




194











  • make sure the component that subscribes to the PhotonNetwork.OnEventCall event is not present twice in the scene. Also make sure you call PhotonNetwork.RaiseEvent once and not twice.
    – JohnTube
    Nov 16 at 9:27
















  • make sure the component that subscribes to the PhotonNetwork.OnEventCall event is not present twice in the scene. Also make sure you call PhotonNetwork.RaiseEvent once and not twice.
    – JohnTube
    Nov 16 at 9:27















make sure the component that subscribes to the PhotonNetwork.OnEventCall event is not present twice in the scene. Also make sure you call PhotonNetwork.RaiseEvent once and not twice.
– JohnTube
Nov 16 at 9:27




make sure the component that subscribes to the PhotonNetwork.OnEventCall event is not present twice in the scene. Also make sure you call PhotonNetwork.RaiseEvent once and not twice.
– JohnTube
Nov 16 at 9:27












1 Answer
1






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0
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 please try using this code, may be your event listener is being hooked twice somehow.


public void OnEnable()

PhotonNetwork.OnEventCall -= OnEvent;
PhotonNetwork.OnEventCall += OnEvent;


public void OnDisable()

PhotonNetwork.OnEventCall -= OnEvent;



public void OnEvent(byte eventCode, object content, int senderId)
{
PhotonNetwork.OnEventCall -= OnEvent; // comment this line if you need this function to be called more than once
Debug.Log("Event recieved");

if (eventCode == genshieldcode )


object mydata = (object)content;
int clickedview = (int)mydata[0];
string command = (string)mydata[1];
int clickerview = (int)mydata[2];

GameObject clicker = PhotonView.Find(clickerview).gameObject;
if (clicker != null)
if (LocalPlayerInstance != clicker)
return;




GameObject clicked = PhotonView.Find(clickedview).gameObject;

if (command == "generate")

Debug.Log("Generating Shield");
GameObject temp = Instantiate(shield);
temp.transform.position = clicked.transform.position;

else if(command =="destroy")

Debug.Log("Destroying shield");
GameObject temp = GameObject.FindGameObjectWithTag("shield");
if (temp != null)
Destroy(temp);










share|improve this answer




















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     please try using this code, may be your event listener is being hooked twice somehow.


    public void OnEnable()

    PhotonNetwork.OnEventCall -= OnEvent;
    PhotonNetwork.OnEventCall += OnEvent;


    public void OnDisable()

    PhotonNetwork.OnEventCall -= OnEvent;



    public void OnEvent(byte eventCode, object content, int senderId)
    {
    PhotonNetwork.OnEventCall -= OnEvent; // comment this line if you need this function to be called more than once
    Debug.Log("Event recieved");

    if (eventCode == genshieldcode )


    object mydata = (object)content;
    int clickedview = (int)mydata[0];
    string command = (string)mydata[1];
    int clickerview = (int)mydata[2];

    GameObject clicker = PhotonView.Find(clickerview).gameObject;
    if (clicker != null)
    if (LocalPlayerInstance != clicker)
    return;




    GameObject clicked = PhotonView.Find(clickedview).gameObject;

    if (command == "generate")

    Debug.Log("Generating Shield");
    GameObject temp = Instantiate(shield);
    temp.transform.position = clicked.transform.position;

    else if(command =="destroy")

    Debug.Log("Destroying shield");
    GameObject temp = GameObject.FindGameObjectWithTag("shield");
    if (temp != null)
    Destroy(temp);










    share|improve this answer
























      up vote
      0
      down vote













       please try using this code, may be your event listener is being hooked twice somehow.


      public void OnEnable()

      PhotonNetwork.OnEventCall -= OnEvent;
      PhotonNetwork.OnEventCall += OnEvent;


      public void OnDisable()

      PhotonNetwork.OnEventCall -= OnEvent;



      public void OnEvent(byte eventCode, object content, int senderId)
      {
      PhotonNetwork.OnEventCall -= OnEvent; // comment this line if you need this function to be called more than once
      Debug.Log("Event recieved");

      if (eventCode == genshieldcode )


      object mydata = (object)content;
      int clickedview = (int)mydata[0];
      string command = (string)mydata[1];
      int clickerview = (int)mydata[2];

      GameObject clicker = PhotonView.Find(clickerview).gameObject;
      if (clicker != null)
      if (LocalPlayerInstance != clicker)
      return;




      GameObject clicked = PhotonView.Find(clickedview).gameObject;

      if (command == "generate")

      Debug.Log("Generating Shield");
      GameObject temp = Instantiate(shield);
      temp.transform.position = clicked.transform.position;

      else if(command =="destroy")

      Debug.Log("Destroying shield");
      GameObject temp = GameObject.FindGameObjectWithTag("shield");
      if (temp != null)
      Destroy(temp);










      share|improve this answer






















        up vote
        0
        down vote










        up vote
        0
        down vote









         please try using this code, may be your event listener is being hooked twice somehow.


        public void OnEnable()

        PhotonNetwork.OnEventCall -= OnEvent;
        PhotonNetwork.OnEventCall += OnEvent;


        public void OnDisable()

        PhotonNetwork.OnEventCall -= OnEvent;



        public void OnEvent(byte eventCode, object content, int senderId)
        {
        PhotonNetwork.OnEventCall -= OnEvent; // comment this line if you need this function to be called more than once
        Debug.Log("Event recieved");

        if (eventCode == genshieldcode )


        object mydata = (object)content;
        int clickedview = (int)mydata[0];
        string command = (string)mydata[1];
        int clickerview = (int)mydata[2];

        GameObject clicker = PhotonView.Find(clickerview).gameObject;
        if (clicker != null)
        if (LocalPlayerInstance != clicker)
        return;




        GameObject clicked = PhotonView.Find(clickedview).gameObject;

        if (command == "generate")

        Debug.Log("Generating Shield");
        GameObject temp = Instantiate(shield);
        temp.transform.position = clicked.transform.position;

        else if(command =="destroy")

        Debug.Log("Destroying shield");
        GameObject temp = GameObject.FindGameObjectWithTag("shield");
        if (temp != null)
        Destroy(temp);










        share|improve this answer












         please try using this code, may be your event listener is being hooked twice somehow.


        public void OnEnable()

        PhotonNetwork.OnEventCall -= OnEvent;
        PhotonNetwork.OnEventCall += OnEvent;


        public void OnDisable()

        PhotonNetwork.OnEventCall -= OnEvent;



        public void OnEvent(byte eventCode, object content, int senderId)
        {
        PhotonNetwork.OnEventCall -= OnEvent; // comment this line if you need this function to be called more than once
        Debug.Log("Event recieved");

        if (eventCode == genshieldcode )


        object mydata = (object)content;
        int clickedview = (int)mydata[0];
        string command = (string)mydata[1];
        int clickerview = (int)mydata[2];

        GameObject clicker = PhotonView.Find(clickerview).gameObject;
        if (clicker != null)
        if (LocalPlayerInstance != clicker)
        return;




        GameObject clicked = PhotonView.Find(clickedview).gameObject;

        if (command == "generate")

        Debug.Log("Generating Shield");
        GameObject temp = Instantiate(shield);
        temp.transform.position = clicked.transform.position;

        else if(command =="destroy")

        Debug.Log("Destroying shield");
        GameObject temp = GameObject.FindGameObjectWithTag("shield");
        if (temp != null)
        Destroy(temp);











        share|improve this answer












        share|improve this answer



        share|improve this answer










        answered Nov 10 at 15:24









        Pritam Samadder

        11




        11



























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