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Unityframework~10 mins

Remote procedure calls in Unity - Interactive Code Practice

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Practice - 5 Tasks
Answer the questions below
1fill in blank
easy

Complete the code to declare a remote procedure call method in Unity.

Unity
[[1]]
public void SendMessageToServer(string message) {
    Debug.Log(message);
}
Drag options to blanks, or click blank then click option'
ARPC
BPunRPC
CRemoteCall
DNetworkCall
Attempts:
3 left
💡 Hint
Common Mistakes
Using [RPC] instead of [PunRPC]
Forgetting the attribute entirely
Using a non-existent attribute like [RemoteCall]
2fill in blank
medium

Complete the code to call a remote procedure on all connected clients.

Unity
photonView.[1]("SendMessageToServer", RpcTarget.All, "Hello everyone!");
Drag options to blanks, or click blank then click option'
AInvokeRPC
BCallRemote
CRPC
DSendRPC
Attempts:
3 left
💡 Hint
Common Mistakes
Using a method name like CallRemote or SendRPC which do not exist
Trying to call the method directly without photonView
3fill in blank
hard

Fix the error in the remote procedure call method declaration.

Unity
[PunRPC]
public void [1](string message) {
    Debug.Log(message);
}
Drag options to blanks, or click blank then click option'
ASendMessageToServer
BSend_Message
CSendMessageToServer()
DsendMessageToServer
Attempts:
3 left
💡 Hint
Common Mistakes
Including parentheses in the method name
Using camelCase instead of PascalCase
Using underscores in method names
4fill in blank
hard

Fill both blanks to create a dictionary that maps player names to their scores.

Unity
var highScores = new Dictionary<string, int> { { [1], [2] } };
Drag options to blanks, or click blank then click option'
A"playerName"
Bscore
CplayerScore
D"score"
Attempts:
3 left
💡 Hint
Common Mistakes
Using variable names that are not defined
Using quotes incorrectly around keys or values
5fill in blank
hard

Fill all three blanks to send a remote call only if the player score is greater than 50.

Unity
if ([1] [2] 50) {
    photonView.[3]("UpdateScore", RpcTarget.All, playerScore);
}
Drag options to blanks, or click blank then click option'
AplayerScore
B>
CRPC
Dscore
Attempts:
3 left
💡 Hint
Common Mistakes
Using the wrong variable name in the condition
Using incorrect comparison operators
Using a wrong method name instead of RPC

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
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10 questions~5 mineasy hard