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Question by FrankHHansen · Oct 01, 2017 at 08:48 PM · networkingspawningclient-serverweaponshealth

Only host client is able to spawn objects

Working on a small fps game project and been trying for forever to get something to work but without success. whenever player shoots his weapons, it should spawn a muzzle flash, a line to the target he hit, a decal and bullet impact effect. here's how it's setup in the Hierarchy: alt text

FpsPlayer has a Network Identity, Transform and a ObjectSpawner Script alt text

 [Command]
     public void Cmd_SpawnObject(GameObject toSpawn)
     {
         NetworkServer.Spawn(toSpawn);
     }

This is so that it's the root object handles spawning it, the code for the gun is on the akm object under WeaponHolder and doesn't have a network identity.

and this is how I spawn an object:

 go = GameObject.Instantiate(woodParticle, hitPoint, Quaternion.FromToRotation(Vector3.up, hitUpDir)) as GameObject;
 ((ObjectSpawner)transform.root.GetComponent(typeof(ObjectSpawner))).Cmd_SpawnObject(go);

I've also setup the prefabs on the player and network manager: alt text

but when build and run, the host client is the only one who's able to spawn objects, when he shoots it spawns the muzzle flash, line, decal and bullet impact on the other client, but when the client shoots, only he sees it and the host sees nothing. same if I start 2 clients and one host, only host is able to spawn objects.

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