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Question by Orami · Jun 20, 2016 at 10:44 PM · networkingunity5client-server

Unet: Client/Server end up with two different animations

So if I local host on one instance of my game and local join in another instance. Then cast a spell in the primary instance the host sees the spell correctly go forward. The client sees the spell shoot off on the positive z axis. Since the GO is a child of the player shouldn't it update with the player's transform via Network Transform?

and example video can be found here: https://youtu.be/dvYu62agb9A

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spellorig.jpg (66.1 kB)
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