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)
unity3d 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)
unity3d photon
make sure the component that subscribes to thePhotonNetwork.OnEventCall
event is not present twice in the scene. Also make sure you callPhotonNetwork.RaiseEvent
once and not twice.
– JohnTube
Nov 16 at 9:27
add a comment |
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)
unity3d photon
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
unity3d photon
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 thePhotonNetwork.OnEventCall
event is not present twice in the scene. Also make sure you callPhotonNetwork.RaiseEvent
once and not twice.
– JohnTube
Nov 16 at 9:27
add a comment |
make sure the component that subscribes to thePhotonNetwork.OnEventCall
event is not present twice in the scene. Also make sure you callPhotonNetwork.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
add a comment |
1 Answer
1
active
oldest
votes
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);
add a comment |
1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
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);
add a comment |
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);
add a comment |
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);
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);
answered Nov 10 at 15:24
Pritam Samadder
11
11
add a comment |
add a comment |
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make sure the component that subscribes to the
PhotonNetwork.OnEventCall
event is not present twice in the scene. Also make sure you callPhotonNetwork.RaiseEvent
once and not twice.– JohnTube
Nov 16 at 9:27