I'm using Unity's Netcode for GameObjects, and I can't see a reason why this isn't working. I use Rpcs in the rest of my project, but this doesn't seem any different from that. Any help would be appreciated!
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Unity.Netcode;
public class TestOnline : NetworkBehaviour
{
public override void OnNetworkSpawn()
{
TestServerRpc();
}
void Update()
{
}
[ServerRpc(RequireOwnership = false)]
void TestServerRpc()
{
Debug.Log("This isn't being printed");
}
}
This code should cause the host of the lobby to print in the log when the scene is loaded.