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Question by Sebeus · May 18, 2016 at 04:35 PM · networkingmultiplayerdestroy object

Networking, destroying an object only on one of the clients

(I am new to networking so this might be a stupid question.)

I was having trouble instantly spawning objects on the client, so i did this:

 void Update() {
     if (isLocalPlayer) {
         if (Input.GetKeyDown (KeyCode.E)) {
             GameObject tempProjectile = Instantiate(bulletPrefab, bulletStartObject.transform.position, Quaternion.identity) as GameObject;
             CmdShoot (bulletStartObject.transform.position);
        }
     }
 }
 [Command]
 void CmdShoot(Vector3 pos){
    GameObject g = Instantiate(bulletPrefab, pos, Quaternion.identity) as GameObject;
     NetworkServer.Spawn(g);
 }

The only issue is that this will spawn a second projectile on the initial client. I can't figure out how to destroy the second projectile on the initial client. I tried a few things, but none of them worked. So is there a way to destroy a spawned object on only one client?

Thanks for the help.

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avatar image happyguy132 · Apr 09, 2017 at 12:46 AM 0
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