I'm assuming what you want is:
In any moment the function Flip()
is called on a Client.
=> his local Sprite is changed and you want to synchronize this over a server to the other clients.
If this is the case you re using Command
and ClientRpc
the wrong way:
Command
: is invoked on the Client but only executed on the Server
ClientRpc
: is invoked on the Server but only executed on (ALL) clients
=> your script should rather look somehow like
[SerializeField]
private SpriteRenderer spriteRenderer;
// invoked by clients but executed on the server only
[Command]
void CmdProvideFlipStateToServer(bool state)
{
// make the change local on the server
spriteRenderer.flipX = state;
// forward the change also to all clients
RpcSendFlipState(state)
}
// invoked by the server only but executed on ALL clients
[ClientRpc]
void RpcSendFlipState(bool state)
{
// skip this function on the LocalPlayer
// because he is the one who originally invoked this
if(isLocalPlayer) return;
//make the change local on all clients
spriteRenderer.flipX = state;
}
// Client makes sure this function is only executed on clients
// If called on the server it will throw an warning
// https://docs.unity3d.com/ScriptReference/Networking.ClientAttribute.html
[Client]
private void Flip()
{
//Only go on for the LocalPlayer
if(!isLocalPlayer) return;
// make the change local on this client
facingRight = !facingRight;
spriteRenderer.flipX = !facingRight;
// invoke the change on the Server as you already named the function
CmdProvideFlipStateToServer(spriteRenderer.flipX);
}