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Question by DarkC0der · Dec 10, 2017 at 03:40 PM · unity 5unity multiplayer

Implementing weapon switch in Multiplayer FPS

Hello everyone, I've got a problem that I cannot sync weapon switching in multiplayer. I have Weapon Manager script which has all weapons list and current weapon and it is only switched on for local player for remote it is switched off. So I have to tell somehow to other clients to change weapon on their machine for my player. I can't really find solution cause Im very new to multiplayer un unity. Any help will be appreciated. Here is the code: using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Networking; using Weapons;

 public class WeaponManager : NetworkBehaviour{
 
     // Weapon layer name for local
     public string localWeaponLayer = "Weapon";
 
     // Weapon place
     public Transform weaponHolder;
 
     // Weapons player has
     public List<Weapon> weapons = new List<Weapon>();
 
     [SerializeField] private int startingWeaponIndex = 0;
     private Weapon _equippedWeapon;
 
     public Weapon equippedWeapon 
     {
         get {
             return _equippedWeapon;
         }
     }
 
     void Start()
     {
         // Equip default weapon
         EquipWeapon (startingWeaponIndex);
     }
 
     public void AddWeapon(Weapon weapon)
     {
         weapons.Add (weapon);
     }
 
     public void RemoveWeapon(Weapon weapon)
     {
         weapons.Remove (weapon);
     }
 
     public void RemoveWeapon(int index)
     {
         for (int i = 0; i < weapons.Count; i++) 
         {
             if (i == index) 
             {
                 RemoveWeapon (weapons [i]);
             }
         }
     }
         
     public void EquipWeapon(int index)
     {
         if (weapons.Count <= 0)
             return;
 
         for (int i = 0; i < weapons.Count; i++) 
         {
             if (i == index) {
                 if (weaponHolder == null)
                     return;
 
                 if (equippedWeapon != null)
                     Destroy (equippedWeapon.gameObject);
 
                 Weapon weaponInstance = Instantiate (weapons[i], weaponHolder) as Weapon;
 
                 weaponInstance.gameObject.transform.position = weaponHolder.position;
                 weaponInstance.gameObject.transform.rotation = weaponHolder.rotation;
 
                 _equippedWeapon = weaponInstance;
 
                 Utils.SetLayerRecursive (_equippedWeapon.gameObject, LayerMask.NameToLayer(localWeaponLayer));
             }
         }
     }
 }
 
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