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Question by tycrane2 · May 04, 2016 at 04:13 AM · networkprojectilenetwork.instantiate

Issue with clone not firing projectile after short time after spawn

Below is a projectile script I use, it works with the original prefab. However, when I connect to my network and spawn the same character it will work for about 5 seconds. Then, the projectile is spawned but nolonger has force behind it. It just spawns under the cloned player. If I enable the original and fire, they both fire. Yes, even the clone is able to fire correctly if the original is enabled in the scene. I don't understand.

    GameObject bullet;
     public static float bulletSpeed = 75.0f;
     public static int ammo = 100;
     public Text playerAmmoUi;
     
 
 
     // Use this for initialization
     void Start()
     {
         bullet = Resources.Load("Bullet") as GameObject;
     }
 
     // Update is called once per frame
     void Update()
     {
         if (Input.GetKeyDown(KeyCode.F) && ammo > 0)
         {
             GameObject Bullet = Instantiate(bullet) as GameObject;
             Bullet.transform.position = transform.position;
             Rigidbody rb = Bullet.GetComponent<Rigidbody>();
             rb.velocity = transform.forward * bulletSpeed;
             GameObject.Destroy(Bullet, 3f);
 
           //  ammo--;
         }
        // playerAmmoUi.text = "Ammo: " + ammo.ToString();
 
     }
 


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