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Question by neonstarfruit · Mar 09, 2018 at 03:10 AM · c#networkingclient-serverclientsauthoritative server

UNet Sharing Gameobjects between multiple clients

I am fairly new at Unity but currently I am working on a mining game where all the players need to be able to remove all the objects. Currently I have it set so it runs through a [Command] to see if the client is clicking on the object, and if it is, destroy it.

 void Start()
 {
     if (Input.GetButton("Fire1"))                //If player is attacking call broken function
     {
         CmdBroken();
     }
 }

  [Command]
 void CmdBroken()
 {
     if (Physics.Raycast(cam.transform.position, cam.transform.forward, out _hit, (float)range * 5, 
 maskRay)) //If camera is looking at an ore break it
     {
         _pos = _hit.transform.position;
         if (_hit.collider.tag == "Dirt")
         {
             if (timeToBreak <= 1)
             {
                 breakCountDown = ((float)2) / (float)Damage;       //break Dirt/Add dirt to inventory/    call block spawning function
                 timeToBreak = Time.time + breakCountDown;
             }
             if (Time.time >= timeToBreak || timeToBreak <= 1)
             {
                 Dirt += 1;
                 timeToBreak = 0f;
                 Debug.Log(_pos);
                 NetworkServer.Destroy(_hit.transform.gameObject);
             }
         }
 }
 }
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