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Question by cdeneau · Jan 29, 2017 at 09:36 AM · networkingmultiplayerserverclient

How to allow All clients to move blocks?

So I am making a game were there are two players that can move blocks to get to a power up. Spawning the blocks this is attached to an empty gameobject and the network identity is server only

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.Networking;
 
 public class BlockSpawner : NetworkBehaviour {
 
     public GameObject blockPrefab;
     public GameObject blockPrefab2;
     public int blockX;
     public int blockY;
 
     [SerializeField]
     public Material Material1;
     [SerializeField]
     public Material Material2;
 
     public override void OnStartServer()
     {
         bool flag = true;
         for (int i = 0; i < blockX; i += 1)
         {
             for (int j = 0; j < blockY; j += 2)
             {
                 GameObject cube;
                 if (flag)
                 {
                     cube = Instantiate(blockPrefab) as GameObject;
                     cube.transform.position = new Vector3(j, 0.2f, i);
                 }
                 else
                 {
                     cube = Instantiate(blockPrefab2) as GameObject;
                     cube.transform.position = new Vector3(j + 1, 0.2f, i);
                 }
                 cube.transform.localScale = new Vector3(1, 1, 1);
 
 
                 NetworkServer.Spawn(cube);
                 
                 Debug.Log (cube.GetComponent<NetworkIdentity>().hasAuthority);
             }
             if (flag)
             {
                 flag = false;
             }
             else
             {
                 flag = true;
             }
         }
     }
 }
 

This is my movement for the blocks right now only the client that is also the server can move the blocks and i get warnings about no authority to call command functions on the client that isn't the server

using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Networking;

public class RotateBlock : NetworkBehaviour {

 public int countx = 1;
 public int countz = 0;

 private Vector3 screenPoint;
 private Vector3 offset;
 private Vector3 v3Pos;
 private int threshold = 9;

 int direction = -1;

 [SyncVar (hook ="OnPosChange")]
 public Transform syncPos = null;

 //[SyncVar(hook = "OnPositionChange")]
 //public Vector3 currentPos;

 public void OnPosChange(Transform pos)
 {
     Debug.Log("OnPosChange called");
     syncPos.position = pos.position;
 }
 public void OnMouseDown()
 {
     v3Pos = Input.mousePosition;
 }
 public Texture2D cursorTexture;
 CursorMode cursorMode = CursorMode.Auto;
 Vector2 hotSpot = Vector2.zero;
     
 public void OnMouseDrag()
 {
     Cursor.SetCursor(cursorTexture, hotSpot, cursorMode);
     var v3 = Input.mousePosition - v3Pos;
     v3.Normalize();
     var f = Vector3.Dot(v3, Vector3.up);
     if (Vector3.Distance(v3Pos, Input.mousePosition) < threshold) {
         //Debug.Log("No movement");
         return;
     }
     

     if (f >= 0.5) {
         //Debug.Log("Up");
         direction = 1;
     }
     else if (f <= -0.5) {
         //Debug.Log("Down");
         direction = 2;
     }
     else {
         f = Vector3.Dot(v3, Vector3.right);
         if (f >= 0.5) {
             //Debug.Log("Right");
             direction = 3;
         }
         else {
             //Debug.Log("Left");
             direction = 4;
         }
     }
     Debug.Log (direction);
     v3Pos = Input.mousePosition;

 }

 public void OnMouseUp() {
     
     if (direction == 1) {
         CmdMoveBlock(0,1);
     } else if (direction == 2) {
         CmdMoveBlock(0,-1);
     } else if (direction == 3) {
         CmdMoveBlock(1,0);
     } else if (direction == 4) {
         CmdMoveBlock(-1,0);
     }
 }

 public void CmdMoveBlock(int countx, int countz) {

     Debug.Log("Called move block");
     int tempX = countx;
     int tempY = countz;
     Vector3 CubeRight = new Vector3 (transform.position.x+0.5f, transform.position.y, transform.position.z);
     Vector3 CubeLeft = new Vector3 (transform.position.x-0.5f, transform.position.y, transform.position.z);
     Vector3 CubeTop = new Vector3 (transform.position.x, transform.position.y, transform.position.z+0.5f);
     Vector3 CubeBottom = new Vector3 (transform.position.x, transform.position.y, transform.position.z-0.5f);

     
     transform.Translate (countx, 0, countz);
     GetComponent<SyncPosition>().pos = transform.position;
     syncPos = transform;

     //GetComponent<SyncPosition>().Cmd_ProvidePositionToServer(temp);
 }

}

So I'm just confused on what to do and what else that I can do. Thanks for the help.

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