Bird
Raised Fist0
Unityframework~30 mins

Remote procedure calls in Unity - Mini Project: Build & Apply

Choose your learning style10 modes available
Remote Procedure Calls in Unity
📖 Scenario: You are creating a simple multiplayer game in Unity where players can send messages to each other. To do this, you will use Remote Procedure Calls (RPCs) to communicate between players over the network.
🎯 Goal: Build a Unity script that uses a Remote Procedure Call to send a greeting message from one player to all other players in the game.
📋 What You'll Learn
Create a Unity C# script with a method to send a message using RPC
Set up a method that can be called remotely to display the message
Use Unity's networking system to call the RPC method
Print the received message to the Unity Console
💡 Why This Matters
🌍 Real World
Multiplayer games and networked applications use RPCs to communicate actions and data between different players or devices.
💼 Career
Understanding RPCs is important for game developers working on multiplayer games or real-time networked applications.
Progress0 / 4 steps
1
Create the basic Unity script with a message string
Create a C# script called MessageSender and inside it, declare a public string variable called message with the value "Hello from player!".
Unity
Hint

Declare a public string variable inside the class and set it to "Hello from player!".

2
Add a method to send the message using RPC
Add a public method called SendMessageToAll that uses GetComponent<PhotonView>().RPC to call a remote method named ReceiveMessage on all players. Pass the message variable as a parameter.
Unity
Hint

Use GetComponent<PhotonView>().RPC to call "ReceiveMessage" on all players with the message.

3
Create the remote method to receive and print the message
Add a private method called ReceiveMessage with a string parameter named receivedMessage. Mark it with [PunRPC]. Inside, use Debug.Log to print "Message received: " followed by receivedMessage.
Unity
Hint

Use the [PunRPC] attribute and print the received message with Debug.Log.

4
Call the send method and display the message in Console
In the Start method, call SendMessageToAll() to send the message when the game starts.
Unity
Hint

Use the Start method to call SendMessageToAll() when the game begins.

Practice

(1/5)
1. What attribute do you use in Unity to make a method run on the server when called from a client?
easy
A. [ServerRpc]
B. [ClientRpc]
C. [RunOnServer]
D. [RemoteCall]

Solution

  1. Step 1: Understand the direction of the call

    Client-to-server calls require a special attribute to mark the method that runs on the server.
  2. Step 2: Identify the correct attribute in Unity

    Unity uses [ServerRpc] to mark methods that clients call to run on the server.
  3. Final Answer:

    [ServerRpc] -> Option A
  4. Quick Check:

    Client-to-server calls use [ServerRpc] [OK]
Hint: Client calls server methods with [ServerRpc] attribute [OK]
Common Mistakes:
  • Confusing [ClientRpc] as client-to-server
  • Using non-existent attributes like [RunOnServer]
  • Thinking [RemoteCall] is a valid Unity attribute
2. Which of the following is the correct syntax to declare a server RPC method in Unity?
easy
A. public void MyMethod() { }
B. [ServerRpc] public void MyMethod() { }
C. [ClientRpc] public void MyMethod() { }
D. void [ServerRpc] MyMethod() { }

Solution

  1. Step 1: Recall the attribute placement

    Attributes in C# go before the method declaration.
  2. Step 2: Check the correct attribute and syntax

    The correct syntax is [ServerRpc] public void MyMethod() { }. void [ServerRpc] MyMethod() { } places the attribute incorrectly.
  3. Final Answer:

    [ServerRpc] public void MyMethod() { } -> Option B
  4. Quick Check:

    Attributes precede method declarations [OK]
Hint: Attributes go before method signature in C# [OK]
Common Mistakes:
  • Placing attribute after method name
  • Using [ClientRpc] for server RPC
  • Omitting the attribute entirely
3. Consider this Unity code snippet:
[ServerRpc]
public void SendMessageToClients(string msg) {
    Debug.Log("Server received: " + msg);
    BroadcastMessageClientRpc(msg);
}

[ClientRpc]
void BroadcastMessageClientRpc(string message) {
    Debug.Log("Client received: " + message);
}
What will be printed on the client when SendMessageToClients("Hello") is called from a client?
medium
A. Server received: Hello Client received: Hello
B. Server received: Hello
C. Client received: Hello
D. Nothing is printed on client

Solution

  1. Step 1: Understand the call flow

    The client calls SendMessageToClients which runs on the server due to [ServerRpc]. The server logs "Server received: Hello".
  2. Step 2: Server calls client method

    The server then calls BroadcastMessageClientRpc on all clients, which logs "Client received: Hello" on each client.
  3. Final Answer:

    Client received: Hello -> Option C
  4. Quick Check:

    ClientRpc runs on clients, so clients see "Client received: Hello" [OK]
Hint: Client sees ClientRpc logs, server sees ServerRpc logs [OK]
Common Mistakes:
  • Thinking server logs appear on client
  • Assuming both logs print on client
  • Confusing which method runs where
4. What is wrong with this Unity RPC method?
[ServerRpc]
public void UpdateScoreClientRpc(int score) {
    Debug.Log("Score updated: " + score);
}
medium
A. [ServerRpc] methods must be private
B. Missing return type for RPC method
C. RPC methods cannot have parameters
D. Method name suggests client RPC but uses [ServerRpc] attribute

Solution

  1. Step 1: Analyze method name and attribute

    The method name contains "ClientRpc" but the attribute is [ServerRpc], which is confusing and likely a mistake.
  2. Step 2: Check RPC method rules

    RPC methods can have parameters and must have a return type (void is valid). They can be public. The mismatch between name and attribute is the main issue.
  3. Final Answer:

    Method name suggests client RPC but uses [ServerRpc] attribute -> Option D
  4. Quick Check:

    Method name and attribute must match RPC direction [OK]
Hint: Match method name with RPC attribute to avoid confusion [OK]
Common Mistakes:
  • Ignoring method name and attribute mismatch
  • Thinking parameters are not allowed
  • Assuming RPC methods must be private
5. You want to send a message from the server to all clients except the one who sent the original request. Which approach using Unity RPCs is correct?
hard
A. Use [ClientRpc] with a special NetworkConnection parameter to exclude sender
B. Use [ServerRpc] to send message to clients except sender
C. Use [ClientRpc] and check inside the client to ignore messages from itself
D. Use [ClientRpc] with a parameter to exclude the sender client inside the method

Solution

  1. Step 1: Understand RPC direction

    Server sends messages to clients using [ClientRpc]. To exclude a client, the server must know which client to exclude.
  2. Step 2: Use NetworkConnection parameter

    Unity allows [ClientRpc] methods to take a NetworkConnection parameter to exclude that client from receiving the RPC.
  3. Step 3: Confirm other options

    Use [ClientRpc] with a parameter to exclude the sender client inside the method is incorrect because exclusion logic cannot be done inside the client method. Use [ServerRpc] to send message to clients except sender is wrong direction. Use [ClientRpc] and check inside the client to ignore messages from itself relies on client ignoring messages, which is inefficient.
  4. Final Answer:

    Use [ClientRpc] with a special NetworkConnection parameter to exclude sender -> Option A
  5. Quick Check:

    Exclude sender with NetworkConnection parameter in ClientRpc [OK]
Hint: Exclude sender using NetworkConnection param in ClientRpc [OK]
Common Mistakes:
  • Trying to exclude sender inside client code
  • Using ServerRpc to send to clients
  • Not using NetworkConnection parameter for exclusion
Recommended

Ready to prove it?

Pass the test and this pattern moves unknown strong while earning +1 Grip toward your certificate.

10 questions~5 mineasy hard