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Question by xE150D · Jan 31, 2018 at 07:17 PM · 2dunity multiplayer

UNET 2D - changing localscale to x = -1 for flipping character Synchronization?

Hello!

i am working on a game in which the character flips when the changes the side of the character , because its weapon is facing the mouse. On my host this works fine but i noticed NetworkTransform is not synchronizing the localScale automatically and since im really new to UNET I could need some help at this point.

I am searching for a while now but I just cant get it to work, so i provide you my code which works so far.

This is my whole PlayerController: using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Networking;

 public class PlayerController : NetworkBehaviour {
 
     public GameObject Bullet;
 
     public Transform bulletSpawn;
     public Transform Weapon;
 
     Rigidbody2D rb2d;
 
     public bool isGrounded;
     public bool FlipDirection;
 
     public int jumped;
     public int classicJump = 400;
 
     Vector3 dir;
     public Vector3 mousePos;
 
     // Use this for initialization
     void Start () {
         rb2d = GetComponent<Rigidbody2D>();
 
     }
     
     // Update is called once per frame
     void Update () {
 
         if (!isLocalPlayer)
         {
             return;
         }
         else
         {
             //Weapon Rotation
             if(FlipDirection)
             {
                 dir = Camera.main.WorldToScreenPoint(transform.position) - Input.mousePosition;
             } else
             {
                 dir = Input.mousePosition - Camera.main.WorldToScreenPoint(transform.position);
             }
             float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg;
                 Weapon.rotation = Quaternion.AngleAxis(angle, Vector3.forward);
 
             
 
             //Flip
             if(FlipDirection & transform.localScale.x > 0)
             {
                 transform.localScale = new Vector2(-transform.localScale.x, transform.localScale.y);
                 FlipDirection = false;
 
             } else if(!FlipDirection & transform.localScale.x < 0)
             {
                 transform.localScale = new Vector2(-transform.localScale.x, transform.localScale.y);
                 FlipDirection = true;
 
             }
 
             //Need to Flip?. Where is MousePos:
             mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
             if (transform.position.x < mousePos.x)
             {
                 FlipDirection = false;
             } else
             {
                 FlipDirection = true;
             }
 
 
             //Shoot
             if (Input.GetMouseButtonDown(0))
             {
                 var direction = (dir - Weapon.transform.position).normalized;
 
                 if(FlipDirection)
                 {
                     CmdFire(-direction);
                 } else
                 {
                     CmdFire(direction);
                 }
             }
 
             //Controlls
             if (Input.GetKeyDown("space"))
             {
                 Jump(classicJump);
             }
             else if (Input.GetKey("a"))
             {
                 gameObject.GetComponent<Rigidbody2D>().AddForce(new Vector2(1, 0) * -15);
             }
             else if(Input.GetKey("s"))
             {
                 gameObject.GetComponent<Rigidbody2D>().AddForce(new Vector2(0, 1) * -15);
             }
             else if(Input.GetKey("d"))
             {
                 gameObject.GetComponent<Rigidbody2D>().AddForce(new Vector2(1, 0) * 15);
             }
             else
             {
                 //Braking
                 rb2d.velocity = new Vector2(rb2d.velocity.x * 0.99f, rb2d.velocity.y);
             }
         }
     }
 
    
     public override void OnStartLocalPlayer()
     {
         GetComponent<SpriteRenderer>().color = Color.white;
         Camera.main.GetComponent<CameraFollow>().setTarget(gameObject.transform);
     }
 
     void Jump(int jumpForce)
     {
         if(isGrounded == true)
         {
             gameObject.GetComponent<Rigidbody2D>().AddForce(new Vector2(0, 1) * jumpForce);
         } else if(jumped < 1)
         {
             gameObject.GetComponent<Rigidbody2D>().AddForce(new Vector2(0, 1) * jumpForce);
             jumped += 1;
         }
         
     }
 
     [Command]
     void CmdFire(Vector3 direction)
     {
         var bullet = Instantiate(Bullet, bulletSpawn.position, Weapon.transform.rotation);
 
         bullet.GetComponent<Rigidbody2D>().AddForce(direction * 900);
 
         NetworkServer.Spawn(bullet);
 
         Destroy(bullet, 4);
     }
 }
 
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