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Question by murkertrer · Feb 10, 2016 at 03:25 AM · networkingrpcsynchronization

Sync movement Unet 5.2 Authoritative Server? Rpc's working when keypressed

Hey guys! Please help I'm really stuck on this one.

I need to go beyond the Network.Transform that the new Networking system has, so I was trying to write my own code to have authoritative movement - a ball that instructs the server to move it, and then gets the synchronization of the position back.

So far, the synchronization takes place effectiveley only if I press the WASD keys, but If I try to move the

  RpcUpdateUnitPosition (this.transform.position);
  

Some where else the syncronization does not take place... Any Ideas? I tried using [Client] but no result..Thank you I apreciate it.

The code (The object needs a Rigidbody and a Network Identity with local player authority)

 using UnityEngine;
 using System.Collections;
 using UnityEngine.Networking;
 
 public class PhoenixMoveRigid : NetworkBehaviour {
     Vector3 pos;
     Rigidbody rb;
     public Transform director;
     public float thrust = 20f;
     public float jumpStrenght = 1;
     private float heightMovement = .7f;
 
     void Start () {
         rb = this.GetComponent<Rigidbody>();
         director = Camera.main.transform;
     }
 
     void FixedUpdate()
     {
         if (isLocalPlayer)
         {
             KeyCode[] wasdInput = { KeyCode.W, KeyCode.S, KeyCode.A, KeyCode.D, KeyCode.Space };
             foreach (KeyCode wasdPressed in wasdInput)
             {
                 if (!Input.GetKey (wasdPressed))
                     continue;
                 CmdMoveit (wasdPressed);    
             };
         }
     }
 
     [Command]
     void CmdMoveit(KeyCode wasdRecieved)
     {
         if(this.isServer)
         {
             switch (wasdRecieved) {
             case KeyCode.W:
                 rb.AddForce (director.forward * thrust);
                 break;
             case KeyCode.A:
                 rb.AddForce (director.right * thrust * -1);
                 break;
             case KeyCode.S:
                 rb.AddForce (director.forward * thrust * -1);
                 break;
             case KeyCode.D:
                 rb.AddForce (director.right * thrust);
                 break;
             case KeyCode.Space:
                 rb.AddForce (director.up * thrust * jumpStrenght);
                 break;
             }
 
             RpcUpdateUnitPosition (this.transform.position);
         }
     }
 
     [ClientRpc(channel = 0)]
     void RpcUpdateUnitPosition(Vector3 posNew)
     {
         if (this.isClient)
         {
             this.transform.position = posNew;
         }
     }
 }
 




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