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Question by aes110 · Jul 30, 2017 at 07:30 AM · networkingunity5networkdestroycommand

Why do I need [Command] for NetworkServer.Spawn() , but not for NetworkServer.Destroy()?

I have this script from a multiplayer shooter that I'm making , and I have a question about the use of the [Command] attribute

This is the code:

 [Command]
 public void CmdShoot()
 {
     //Creat the bullet
     GameObject Bullet = (GameObject)Instantiate(bulletPrefab, Barrle.transform.position, Barrle.transform.rotation);
     BulletController bc = Bullet.GetComponent<BulletController>();
     bc.SetOrigin(this.transform.name);
     NetworkServer.Spawn(Bullet);

     //Shoot the bullet
     Rigidbody rb = Bullet.GetComponent<Rigidbody>();
     rb.AddForce(cam.transform.forward * BulletForce, ForceMode.VelocityChange);
 }
 

 //Called from the bullet when it hit something
 [Command]
 public void CmdHit(GameObject other,GameObject _bullet)
 {
     Debug.Log(other.transform.name);
     GameObject bullet = _bullet;
     if (other.GetComponent<NetworkIdentity>() != null)
     {
         //Destroy the coin if you hit it
         if (other.transform.name.Equals("Coin"))
         {
             NetworkServer.Destroy(other.gameObject);
         }

         //Apply dmg to other player if hit it
         else if (other.transform.tag.Equals("Player"))
         {
             Player playerHit = GameManager.GetPlayer(other.transform.name);
             playerHit.TakeDamage(BulletForce);
         }
     }
         
     //Destroy the bullet if you hit anything
     NetworkServer.Destroy(bullet.gameObject);  
 }

Now if I remove the [Command] attribute from CmdShoot , the remote player isn't able to shoot , because he has no NetworkServer (as far as I understand)

I would assume it would be the same thing for CmdHit , and the remote player wont be able to destroy the bullet or the coin , because he does not have a NetworkServer.

But.. CmdHit works fine even without the [Command] attribute, and Im wondering why?

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