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
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
159211
159211
asked Nov 10 at 12:08


Talha
174
174
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1 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);
New contributor
Pritam Samadder is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
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);
New contributor
Pritam Samadder is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
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);
New contributor
Pritam Samadder is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
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);
New contributor
Pritam Samadder is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
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);
New contributor
Pritam Samadder is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
New contributor
Pritam Samadder is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
answered Nov 10 at 15:24
Pritam Samadder
11
11
New contributor
Pritam Samadder is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
New contributor
Pritam Samadder is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
Pritam Samadder is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
add a comment |
add a comment |
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