Prefabs don't sync for different players

General Tech Bugs & Fixes 2 years ago

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Posted on 16 Aug 2022, this text provides information on Bugs & Fixes related to General Tech. Please note that while accuracy is prioritized, the data presented might not be entirely correct or up-to-date. This information is offered for general knowledge and informational purposes only, and should not be considered as a substitute for professional advice.

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manpreet Tuteehub forum best answer Best Answer 2 years ago

 

I have Bullet prefab with Network Transform and Network Identity.

Player script for spawn bullet:

using UnityEngine;

public class Weapon : MonoBehaviour {

    bool ready = true;
    public Transform firePoint;
    public bool shot;
    public GameObject bulletPrefab;

    void FixedUpdate () {
        if ((Input.GetKey(KeyCode.Space)) || shot)
        {
            if (ready)
            {
                Shoot();
            }
            else
            {
                // click sound
            }
        }
    }

    void Shoot()
    {
        ready = false;
        var bulletGo = Instantiate(bulletPrefab, firePoint.position, firePoint.rotation);
        LeanTween.delayedCall(6f, () => { ready = true; });
    }
}

But when I shoot, my enemy don't see this bullet. Why it doesn't sync? My player also has Network Transform and Network Identity, and all is ok.

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manpreet 2 years ago

To spawn a networked object Unity provides a specific function NetworkServer.Spawn(https://docs.unity3d.com/ScriptReference/Networking.NetworkServer.Spawn.html)

This function needs to be called after you instantiate an object so that all the clients spawn it in their scene.

In your case, after you instantiate your bulletGo object you should call:

NetworkServer.Spawn(bulletGo)

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