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Question by brandonetter · Sep 21, 2017 at 08:51 PM · rotationnetworkinginstantiatespawn

How do I rotate a Networked gameobject on spawn?

In my game I have players aim with their mouse and shoot rockets. The host has their rockets fire in the right direction but all clients rockets just stay and 0 rotation.

The code to shoot-

 void Cmd_shoot(){
         GameObject rock = Instantiate(rockket, firePoint.transform.position, Quaternion.identity) as GameObject;
         rock.GetComponent<rocketBehavior> ().rotation = gunRot;
         
 
         NetworkServer.Spawn (rock);
 
     }

the rocket's code when instantiated-

 [SyncVar]
     public Quaternion rotation;
 
     // Use this for initialization
     void Start () {
         cc = this.GetComponent<Rigidbody2D> ();
         this.transform.rotation = rotation;
         cc.AddForce (transform.up * 60f);
     }

This works 100% fine as the host but I'm not sure how to make it work for the client?

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avatar image brandonetter · Sep 21, 2017 at 08:53 PM 0
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I looked around previously and had found people were using syncvars to communicate rotation, so that's why I tried it here. Doesn't seem to be working and I can't seem to find any answers.

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