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Question by vrbullshit · Mar 14, 2017 at 08:45 AM · unity 5networkingmultiplayertransform.position

How to synchronize the position of a gameobject over network which is draggable by every player

In a UNET multiplayer game some gameobjects should be draggable by any connected player / client. In the example on the image you see that the DraggableObject has a script attached which makes it draggable. This works locally for every client. But then, I wanted to synchronize the position over network so that the current position updates at every client. The gameobject has a NetworkIdentity script with NO local authority and a NetworkTransform component attached. Then, if the player, which is also the server at the same time, is dragging the DraggableObject, the position will be well updated at the other clients - as expected. HOWEVER, if any other client but the also-server player drags the DraggableObject, the position does not get updated over Network. How can I realize this? alt text

dragcube.png (391.1 kB)
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Answer by dullmist861357 · Mar 16, 2017 at 08:24 PM

You need to have the local authority box checked for this to work. Create a c sharp script and call it something like SetUpLocalDrag. Put in something like this.

using UnityEngine; using System.Collections; using UnityEngine.Networking;

public class SetupLocalDrag : NetworkBehaviour {

 // Use this for initialization
 void Start () {
     if (isLocalPlayer)

         GetComponent<*name of your script you use for your drag*>().enabled = true;

 }


}

Make sure that there is NetworkBehavior instead of the standard MonoBehavior and make sure that you have the "UsingUnityEngine.networking" reference at the top. Hope this helped.

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avatar image dullmist861357 · Mar 14, 2017 at 08:34 PM 0
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also add this to the object or player that your drag script is a component of.

avatar image vrbullshit · Mar 16, 2017 at 10:51 PM 0
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Thanks for your reply. Unfortunately your script does not change anything. in fact, it just enables the Draggable script. I tried it out anyway - and also enabled LocalPlayerAuthority. But the result is the same: If the client, which is also the server at the same time, moves the Draggable GameObject, the movement will be synchronized for all players. But if a client, which is NOT the server at the same time, moves the Draggable GameObject, the movement is just for the local player. Any idea?

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