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Nicknames on Multiplayer c#

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Hello, I'm having a bit of trouble understanding RPC calls. At the start of my game, they are asked to give their self a username that will be used for that session and it stores it in a PlayerStats script that is on an empty game object. When a player joins a lobby(maximum of 2 players), their lobby name is set by the username that is in the PlayerStats script. Although, when they join it isn't syncing each others names. My Lobby Handler - using UnityEngine; using UnityEngine.UI; using System.Collections; public class LobbyHandler : MonoBehaviour { public Text playerOneName; public Text playerTwoName; public bool isLobbyPlayerOne; public bool isLobbyPlayerTwo; public GameObject Scripts; public string playerOneNameString; public string playerTwoNameString; void Awake () { Scripts = GameObject.Find("_Scripts"); playerOneName.text = ""; playerTwoName.text = ""; } public void SetLobbyStatsFunction () { StartCoroutine(SetLobbyStats()); } [RPC] IEnumerator SetLobbyStats () { yield return new WaitForSeconds(1); if (Scripts.GetComponent ().isPlayerOne == true) { isLobbyPlayerOne = true; NetworkViewID viewID = Network.AllocateViewID(); GetComponent().RPC("AssignPlayerOne", RPCMode.AllBuffered, viewID, nameToAssign); isLobbyPlayerTwo = false; UpdatePlayerNames(); } else { isLobbyPlayerOne = false; NetworkViewID viewID = Network.AllocateViewID(); GetComponent().RPC("AssignPlayerTwo", RPCMode.AllBuffered, viewID, nameToAssign); isLobbyPlayerTwo = true; UpdatePlayerNames(); } } [RPC] void UpdatePlayerNames() { //later } [RPC] void AssignPlayerOne (NetworkViewID viewID, string nameToAssign) { playerOneNameString = Scripts.GetComponent().Username; playerOneName.text = Scripts.GetComponent().Username; } [RPC] void AssignPlayerTwo (NetworkViewID viewID, string nameToAssign) { playerTwoNameString = Scripts.GetComponent().Username; playerTwoName.text = Scripts.GetComponent().Username; } }

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