What if you could make your game's remote players act instantly with just a simple function call?
Why Remote procedure calls in Unity? - Purpose & Use Cases
Imagine you are building a multiplayer game in Unity where players interact in real time. Without remote procedure calls, you would have to manually send and receive messages for every action, like moving a character or shooting, and then write extra code to interpret those messages on each player's device.
This manual messaging is slow and complicated. It's easy to make mistakes, like sending wrong data or missing updates. Debugging becomes a nightmare because you have to track many small messages and their timing. The game feels laggy or buggy, frustrating players.
Remote procedure calls (RPCs) let you call functions on other players' devices as if they were local. You write simple code like calling a method, and Unity handles sending the message and running the code remotely. This makes your multiplayer code clean, fast, and easier to manage.
SendMessageToAllPlayers("Move", x, y, z); // Then parse and apply movement on each client
[ClientRpc]
void RpcMove(Vector3 position) {
transform.position = position;
}RPCs enable smooth, real-time multiplayer interactions by making remote actions feel local and automatic.
In a Unity racing game, when one player presses the accelerate button, an RPC updates all other players' cars instantly to show the speed change without delay or confusion.
Manual message handling is slow and error-prone for multiplayer games.
RPCs let you call functions remotely as if they were local.
This makes multiplayer code simpler, faster, and more reliable.
Practice
Solution
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.Step 2: Identify the correct attribute in Unity
Unity uses[ServerRpc]to mark methods that clients call to run on the server.Final Answer:
[ServerRpc] -> Option AQuick Check:
Client-to-server calls use [ServerRpc] [OK]
- Confusing [ClientRpc] as client-to-server
- Using non-existent attributes like [RunOnServer]
- Thinking [RemoteCall] is a valid Unity attribute
Solution
Step 1: Recall the attribute placement
Attributes in C# go before the method declaration.Step 2: Check the correct attribute and syntax
The correct syntax is[ServerRpc] public void MyMethod() { }. void [ServerRpc] MyMethod() { } places the attribute incorrectly.Final Answer:
[ServerRpc] public void MyMethod() { } -> Option BQuick Check:
Attributes precede method declarations [OK]
- Placing attribute after method name
- Using [ClientRpc] for server RPC
- Omitting the attribute entirely
[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?Solution
Step 1: Understand the call flow
The client callsSendMessageToClientswhich runs on the server due to [ServerRpc]. The server logs "Server received: Hello".Step 2: Server calls client method
The server then callsBroadcastMessageClientRpcon all clients, which logs "Client received: Hello" on each client.Final Answer:
Client received: Hello -> Option CQuick Check:
ClientRpc runs on clients, so clients see "Client received: Hello" [OK]
- Thinking server logs appear on client
- Assuming both logs print on client
- Confusing which method runs where
[ServerRpc]
public void UpdateScoreClientRpc(int score) {
Debug.Log("Score updated: " + score);
}Solution
Step 1: Analyze method name and attribute
The method name contains "ClientRpc" but the attribute is [ServerRpc], which is confusing and likely a mistake.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.Final Answer:
Method name suggests client RPC but uses [ServerRpc] attribute -> Option DQuick Check:
Method name and attribute must match RPC direction [OK]
- Ignoring method name and attribute mismatch
- Thinking parameters are not allowed
- Assuming RPC methods must be private
Solution
Step 1: Understand RPC direction
Server sends messages to clients using [ClientRpc]. To exclude a client, the server must know which client to exclude.Step 2: Use NetworkConnection parameter
Unity allows [ClientRpc] methods to take aNetworkConnectionparameter to exclude that client from receiving the RPC.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.Final Answer:
Use [ClientRpc] with a special NetworkConnection parameter to exclude sender -> Option AQuick Check:
Exclude sender with NetworkConnection parameter in ClientRpc [OK]
- Trying to exclude sender inside client code
- Using ServerRpc to send to clients
- Not using NetworkConnection parameter for exclusion
Ready to prove it?
Pass the test and this pattern moves unknown
