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Question by ODINKONG · Oct 28, 2015 at 03:13 PM · networkingserverclientdestroy object

unet 5.2 client authority destroy

Hi, I'm having what seems like should be a simple error however there isn't much documentation on unet yet. My problem is that when Client authority objects are destroyed on the client they are left on the server frozen in time. They maintain their collision a little bit too. Its kinda strange I thought it was supposed to auto update if an object is destroyed. If the client leaves all frozen objects get destroyed. I just want to know if there is a special network destroy command I should be using for objects that are spawned with client authority.

Thanks in advance

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avatar image ODINKONG · Oct 28, 2015 at 04:03 PM 0
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Ok I think I have it figured out. So it seems that objects must be created AND destroyed on the server only. Even if they are client authoritative. So all I did was change

Destroy(gameobject,deathTime);

to

[Command]

public void CmdDeathOnServer(){

Destroy(gameobject,deathTime);

}

If someone could confirm that this is the correct way of doing things and I'm not making a mistake her by replacing all my destroys with command destroys, that would be great. However as of now its working.

avatar image ODINKONG · Nov 07, 2015 at 03:38 AM 0
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this doesn't work actually. In unity 5.2.2 it gives the error instance not found when handling command message. But If I just destroy them without a command that doesn't work either. I don't understand... Someone please help.

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Answer by ODINKONG · Nov 07, 2015 at 04:31 AM

Ok I think I have it. It seems that if you have a client authority object with two scripts that both give commands. then before you destroy the object from one of those scripts you must deactivate the other script before destroying it on both the server and the client. Otherwise this script is still trying to send commands every update.

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