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This question was closed Feb 08, 2018 at 11:13 AM by Mrcna for the following reason:

Figured it out

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Question by Mrcna · Feb 05, 2018 at 01:21 PM · unity 5networkingfpsparticles

How to sync particles over UNet

Hey guys! This is my first question here. I'm making a FPS multiplayer game in Unity using Unet.

The player uses a Gun and has a cigarette. Shoots bullets and blocks with gun and blows smoke with cigarette. Since blocks and bullets are GameObjects a code for this is: [Command] void CmdFireGun() {

         var bullet = (GameObject)Instantiate(
             bulletPrefab,
             bulletSpawn.position,
             bulletSpawn.rotation);
 
      
         bullet.GetComponent<Rigidbody>().velocity = bullet.transform.forward * 80;
 
     
         NetworkServer.Spawn(bullet);

But since a smoke is particle I cannot use Network.Server.Spawn.

A current code for smoke is:

 void CmdCigarSmoke ()
         {
       Instantiate(
                 CigarSmokePrefab,
                 CigarSpawn.position,
                 CigarSpawn.rotation);
         
       }

And a smoke from both Host and client is visible only on Host . Any suggestion?

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avatar image tcz8 · Sep 13, 2020 at 09:04 PM 0
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For anyone else stumbling on this check this answer: https://answers.unity.com/questions/1084471/particles-syncing-on-the-unity-network.html?childToView=1771640#answer-1771640

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