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Question by JackTheKreator · May 09, 2016 at 05:40 PM · multiplayerfpsweapon

Big problem with weapon eqipping in multiplayer fps

My goal is to equip a weapon with this function on the player object. I have lots of guns, so it takes a prefab as an argument.

 public void EquipWeapon(GameObject Weapon){
         GameObject wep = Instantiate (Weapon);
         wep.transform.parent = Gimbal.transform;
         NetworkServer.SpawnWithClientAuthority (wep, connectionToClient);
     }

But when I use this (to equip the default gun i use

 public override void OnStartLocalPlayer ()
     {
         EquipWeapon (Testweaponequip);
         Debug.Log ("Player started");
     }

but it only works on the server. The client's gun also shows up, but it isnt in the editor hierarchy, and it cant shoot. I also cant see it on the the host. Can anyone help me to instantiate weapons for players? BTW, the guns have networkidentities and so do the players.

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avatar image sjode · Aug 25, 2016 at 06:41 AM 0
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You using kit ?

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Answer by NFMynster · Aug 26, 2016 at 08:15 AM

You need to setup all the spawnable prefabs in the networkmanager's list.

Can also be done via code

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