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Question by
mblogest · Aug 03, 2017 at 01:07 PM ·
networkingtagspawningnetwork instantiate
problem with set tag in unity network
hi, i want to create a gameobject like tank in server and client and when i create it set a tag for it,for example tag1 for player1 and tag2 for player 2 but when i create tank in host everything ok and in client spawn tank but tag not set
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.UI;
public class playermanag : NetworkBehaviour {
public GameObject mm;
private GameObject myspawnpoint;
public GameObject tank1;
public int mynumber;
public GameObject[] uimodels;
public GameObject tankprefab;
public GameObject uigame;
public GameObject btn;
// Use this for initialization
void Start () {
mm = GameObject.FindWithTag ("nmbmng");
// uigame=GameObject.FindWithTag("ui");
if (mm.GetComponent<playernumbermanager>().spawn1==false)
{
mynumber = 1;
mm.GetComponent<playernumbermanager>().spawn1 = true;
myspawnpoint = GameObject.Find("player1pawn");
// tankspawn();
}
else
{
mynumber = 2;
myspawnpoint = GameObject.Find("player2pawn");
// tankspawn();
}
}
[Command]
void CmdFire()
{
// Create the Bullet from the Bullet Prefab
tank1 = (GameObject)Instantiate(
tankprefab,
myspawnpoint.transform.position,
myspawnpoint.transform.rotation);
if (mynumber == 1)
{
tank1.tag = "player1tag";
tank1.GetComponent<tankmovement>().mytag = "player1tag";
tank1.GetComponent<tankmovement>().enemytag="player2tag";
}
else
{
tank1.tag = "player2tag";
tank1.GetComponent<tankmovement>().mytag = "player2tag";
tank1.GetComponent<tankmovement>().enemytag="player1tag";
}
NetworkServer.Spawn(tank1);
}
public void tankspawn(){
CmdFire();
}
// Update is called once per frame
void Update () {
if (!isLocalPlayer)
return;
if (Input.GetKeyDown(KeyCode.Space))
{
// Command function is called from the client, but invoked on the server
tankspawn();
}
}
}
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