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Further digging through the UILobbiesMenu.cs in the PlayEveryWare examples, reveals that the UI of each member is updated in the Update loop. Line 256 onwards in UILobbiesMenu.cs ` // Only update if MemberCount changes
My question is, is it not possible to update the UI of each member in the lobby ONLY when there is either a Member or Lobby Attribute Update? (Via Callback instead of Update loop) This is related to my initial question since I believe "AddNotifyMemberUpdateReceived" should be the function triggered on all clients and host. I would like to add that I'm not using UILobbiesMenu.cs, I'm using my own Lobbies.cs script and adding all the necessary lobby functionality in. I'm calling the following 2 lobby functions in the Start function as seen here (Refer to last 2 lines):
After assigning (ListPlayers()) to "AddNotifyMemberUpdateReceived" the callback for ListPlayers is only triggered on the local client when they update their own member lobby attribute. It is never triggered on the remote clients and host. Am I missing something here? Because in UILobbiesMenu, the callback actually triggers in ALL clients and host. Please advise or let me know if more info is required. |
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Update on this: I've tested the "OnUpdateLobbyCallBack in SetMemberAttribute returns EOS_Success". It does return "Success" but only on the local player that is setting the attribute, it is never called on other connecter players. The developer portal also shows the attribute updated on the backend in the Lobby page. OnUpdateLobbyCallback only ever retrieves the updated status whenever the local player updates his own attributes, when he does, he receives the attributes update of other players as well. It seems as if I'm required to call some function to periodically check for updates receives in the update loop. I'm using the playeveryware plugin for unity. `private void OnUpdateLobbyCallBack(ref UpdateLobbyCallbackInfo data)
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Any advice? |
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Trying to subscribe to lobby member update event, it seems like the following method only executes on the local client that makes the changes, not on other clients nor the host.
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