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Question by Anton404 · Jun 21, 2018 at 08:07 PM · scripting problemnetworkingfpsweapon

How to set gamobjects active on network?

I know this is a question asked a lot, but I can't seem to figure it out. I am making an FPS. I have my weapon switching script set up, but the problem is that when I try to switch weapons, it only switches for the client. I have been banging my head against the wall for the last week, but I just don't get it. here's the script:

 using UnityEngine;
 using UnityEngine.Networking;
 
 public class WeaponSwitching : NetworkBehaviour {
 
     [SyncVar]
     public int selectedWeapon = 0;
 
 
     void Start() {
         RpcSelectWeapon();
     }
 
 
     // Update is called once per frame
     void Update()
     {
         int previousSelectedWeapon = selectedWeapon;
 
         if (Input.GetAxis("Mouse ScrollWheel") > 0f)
         {
             if (selectedWeapon >= transform.childCount - 1)
                 selectedWeapon = 0;
 
             else
                 selectedWeapon++;
             GetComponent<NetworkView>().RPC("SelectWeapon", RPCMode.All, selectedWeapon);
         }
 
         if (Input.GetAxis("Mouse ScrollWheel") < 0f)
         {
             if (selectedWeapon <= 0)
             {
                 selectedWeapon = transform.childCount - 1;
             }
             else
                 selectedWeapon--;
             GetComponent<NetworkView>().RPC("SelectWeapon", RPCMode.All, selectedWeapon);
         }
 
         if (previousSelectedWeapon != selectedWeapon)
         {
             RpcSelectWeapon();
 
         }
     }
     [RPC]
      void RpcSelectWeapon()
     {
         
             int i = 0;
 
         foreach (Transform weapon in transform)
         {
             if (i == selectedWeapon)
             {
                 weapon.gameObject.SetActive(true);
             }
             else
             {
                 weapon.gameObject.SetActive(false);
             }
 
             i++;
         }
     }
 }

Any help is Greatly Appriciated! Thanks in Advance.

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