Unity3D. Trying to send command for object without authority


You can't send a command without local authority.

if (!isLocalPlayer) return;

But, what kind of data are you sending with this command ? In general, and as you said :

"it's state should be synchronized on server"

So, IMHO, you have no reason to send a Command from your player. Commands should be for player input. These inputs will trigger actions in your game. Your manager will get informations from these actions (score update, end of the game...) and send data and/or trigger actions on clients, using ClientRpc

This is the server authority model. If you let a local object send commands, a hacker could easily come in and say to your manager

"Hey, it's my turn. Hey, it's my turn again. Hey, my score is 9999999 and I won the game in 1 second.".


I have a multiplayer turn-based strategy game that needs a game manager, controlling current game state (who's turn it is etc.). This manager should be common for every client, it's state should be synchronized on server.

Here's how I'm doing this: The game manager object is NetworkBehaviour and it has NetworkIdentity which is not local player authority nor server authority. I've made a custom NetworkManager and it spawns the Game Manager on client connect, also testing if it is a server. Here's a code:

public override void OnClientConnect(NetworkConnection conn)
        if (NetworkServer.active)
            var manager = Instantiate(MultiplayerManagerPrefab, Vector3.zero, Quaternion.identity) as GameObject;
            var tacticsManager = manager.GetComponent<MultiplayerManagerModel>();
            NetworkServer.RegisterHandler(MsgType.AddPlayer, tacticsManager.CreatePlayerOnServer);

When I run it on a server it works fine, it creates an instance on a client and synchronizes variables from server to client. But when I try to run commands from client it ignores them, throwing this warning:

Trying to send command for object without authority. UnityEngine.Networking.NetworkBehaviour:SendCommandInternal(NetworkWriter, Int32, String)

Note that this Game Manager is spawned before any player is because it must be responsible for spawning players. What am I doing wrong?

unity multiplayer control not working

In UNET, Before performing any operation into non-player object you have to first acquire its authority. After getting the authority, you will become able to perform an action that will sync across network.

For details You can check my this answer.