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Question by netherboss123 · Apr 04, 2016 at 08:44 AM · raycastmultiplayerraycastingshooterpun

Raycasting over Photon Unity Networking

hi! i am making an FPS game that uses PUN and i want to raycast a bullet but when i shoot, nothing happens to the other player i shoot at. This is my code: using System.Collections; using UnityEngine;

 public class SniperShoot : Photon.MonoBehaviour {
 
 public Rigidbody rocket;
 public GameObject AmmoDisplay;
 public int AmmmoPerClip;
 public GameObject ClipsDisplay;
 public GameObject ReloadText;
 public GameObject player;
 public float ShootRate;
 public float time;
 public Rigidbody soundobj;
 public int TheAmmoLeft;
 public float shootdistance;
 public int bulletdamage;
 
 void FireRocket () {
     time = ShootRate;
         PhotonNetwork.Instantiate(rocket.name, transform.position, transform.rotation, 0);
         PhotonNetwork.Instantiate(soundobj.name, transform.position, transform.rotation, 0);
     AmmoDisplay.GetComponent<ShowAmmo>().ammoleft -= 1;
 }
         
 void Update () {
     TheAmmoLeft = AmmoDisplay.GetComponent<ShowAmmo>().ammoleft;
 
     time -= Time.deltaTime;
     if (Input.GetButton("Fire1")) {
            if (time <= 0){
                if (TheAmmoLeft >= 1){
                     RaycastHit hit;
                     Ray ray = new Ray (transform.position, transform.forward);
 
                         if (Physics.Raycast (ray, out hit, shootdistance)){
                         if (hit.collider.gameObject.tag == "Player"){
                             hit.collider.GetComponent<Health>().PlayerHealth -= bulletdamage;
                         }
                     }
                 FireRocket();
             }
         }
     }
 
     if (TheAmmoLeft <= 0){
         ReloadText.SetActive (true);
         } else {
         ReloadText.SetActive (false);
         }
         if (Input.GetButtonDown("R")){
             StartCoroutine(Reload());
         }
 }
 
     IEnumerator Reload(){
     yield return new WaitForSeconds (2);
     AmmoDisplay.GetComponent<ShowAmmo>().ammoleft = AmmmoPerClip;
     ClipsDisplay.GetComponent<ShowClips>().clipsleft -= 1;
     }
 }

Please help me!!

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Answer by Aitor23pro · Feb 04, 2019 at 06:44 PM

Got to use a PunRPC

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