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Question by Shisoo · Apr 25, 2017 at 06:00 PM · physicsrigidbodynetworking

Grabbing object in Network

I tried to take a grabbing script that i found on some youtube video and adapt it to work in multiplayer. Without success.

It work without a single problem for the host. The client can pick up the object, but when he let go the object return to the transform he had before being grabbed.

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

     [System.Serializable]
     public class GrabObjectClass{
         public bool m_FreezeRotation;
         public float m_PickupRange = 3f; 
         public float m_ThrowStrength = 50f;
         public float m_distance = 3f;
         public float m_maxDistanceGrab = 4f;
     }
     
     [System.Serializable]
     public class ItemGrabClass{
         public bool m_FreezeRotation;        
         public float m_ItemPickupRange = 2f;
         public float m_ItemThrow = 45f;
         public float m_ItemDistance = 1f;
         public float m_ItemMaxGrab = 2.5f;
     }    
     
     [System.Serializable]
     public class DoorGrabClass{    
         public float m_DoorPickupRange = 2f;
         public float m_DoorThrow = 10f;
         public float m_DoorDistance = 2f;
         public float m_DoorMaxGrab = 3f;
     }
     
     [System.Serializable]
     public class TagsClass{
         public string m_InteractTag = "Interact";
         public string m_InteractItemsTag = "InteractItem"; 
         public string m_DoorsTag = "Door"; 
     }
 
 public class DragRigidbodyUse : NetworkBehaviour{
     
     public GameObject playerCam;
     
     public string GrabButton = "Grab";
     public string ThrowButton = "Throw";
     public string UseButton = "Use";
     public GrabObjectClass ObjectGrab = new GrabObjectClass();
     public ItemGrabClass ItemGrab = new ItemGrabClass();
     public DoorGrabClass DoorGrab = new DoorGrabClass();
     public TagsClass Tags = new TagsClass();
     
     private float PickupRange = 3f;
     private float ThrowStrength = 50f;
     private float distance = 3f;
     private float maxDistanceGrab = 4f;
     
     private Ray playerAim;
     private GameObject objectHeld;
     private bool isObjectHeld;
     private bool tryPickupObject;
     
     void Start () {
         isObjectHeld = false;
         tryPickupObject = false;
         objectHeld = null;
     }
     
     void FixedUpdate () {
         if (isLocalPlayer)
         {
             if (Input.GetButton(GrabButton))
             {
                 if (!isObjectHeld)
                 {
                     tryPickObject();
                     tryPickupObject = true;
                 }
                 else
                 {
                     holdObject();
                 }
             }
             else if (isObjectHeld)
             {
                 DropObject();
             }
 
             if (Input.GetButton(ThrowButton) && isObjectHeld)
             {
                 isObjectHeld = false;
                 objectHeld.GetComponent<Rigidbody>().useGravity = true;
                 ThrowObject();
             }
 
             if (Input.GetButton(UseButton))
             {
                 isObjectHeld = false;
                 tryPickObject();
                 tryPickupObject = false;
                 Use();
             }
         }
     }
     
     private void tryPickObject(){
         Ray playerAim = playerCam.GetComponent<Camera>().ViewportPointToRay(new Vector3(0.5f, 0.5f, 0));
         RaycastHit hit;
         if (isLocalPlayer)
         {
             if (Physics.Raycast(playerAim, out hit, PickupRange))
             {
                 objectHeld = hit.collider.gameObject;
                 if (hit.collider.tag == Tags.m_InteractTag && tryPickupObject)
                 {
                     isObjectHeld = true;
                     objectHeld.GetComponent<Rigidbody>().useGravity = false;
                     if (ObjectGrab.m_FreezeRotation)
                     {
                         objectHeld.GetComponent<Rigidbody>().freezeRotation = true;
                     }
                     if (ObjectGrab.m_FreezeRotation == false)
                     {
                         objectHeld.GetComponent<Rigidbody>().freezeRotation = false;
                     }
                     /**/
                     PickupRange = ObjectGrab.m_PickupRange;
                     ThrowStrength = ObjectGrab.m_ThrowStrength;
                     distance = ObjectGrab.m_distance;
                     maxDistanceGrab = ObjectGrab.m_maxDistanceGrab;
                 }
                 if (hit.collider.tag == Tags.m_InteractItemsTag && tryPickupObject)
                 {
                     isObjectHeld = true;
                     objectHeld.GetComponent<Rigidbody>().useGravity = true;
                     if (ItemGrab.m_FreezeRotation)
                     {
                         objectHeld.GetComponent<Rigidbody>().freezeRotation = true;
                     }
                     if (ItemGrab.m_FreezeRotation == false)
                     {
                         objectHeld.GetComponent<Rigidbody>().freezeRotation = false;
                     }
                     /**/
                     PickupRange = ItemGrab.m_ItemPickupRange;
                     ThrowStrength = ItemGrab.m_ItemThrow;
                     distance = ItemGrab.m_ItemDistance;
                     maxDistanceGrab = ItemGrab.m_ItemMaxGrab;
                 }
                 if (hit.collider.tag == Tags.m_DoorsTag && tryPickupObject)
                 {
                     isObjectHeld = true;
                     objectHeld.GetComponent<Rigidbody>().useGravity = true;
                     objectHeld.GetComponent<Rigidbody>().freezeRotation = false;
                     /**/
                     PickupRange = DoorGrab.m_DoorPickupRange;
                     ThrowStrength = DoorGrab.m_DoorThrow;
                     distance = DoorGrab.m_DoorDistance;
                     maxDistanceGrab = DoorGrab.m_DoorMaxGrab;
                 }
             }
         }
     }
     
     private void holdObject(){
         if (isLocalPlayer)
         {
             Ray playerAim = playerCam.GetComponent<Camera>().ViewportPointToRay(new Vector3(0.5f, 0.5f, 0));
 
             Vector3 nextPos = playerCam.transform.position + playerAim.direction * distance;
             Vector3 currPos = objectHeld.transform.position;
 
             objectHeld.GetComponent<Rigidbody>().velocity = (nextPos - currPos) * 10;
 
             if (Vector3.Distance(objectHeld.transform.position, playerCam.transform.position) > maxDistanceGrab)
             {
                 DropObject();
             }
         }
     }
     
     private void DropObject()
     {
         isObjectHeld = false;
         tryPickupObject = false;
         objectHeld.GetComponent<Rigidbody>().useGravity = true;
         objectHeld.GetComponent<Rigidbody>().freezeRotation = false;
         objectHeld = null;
     }
     
     private void ThrowObject()
     {
         objectHeld.GetComponent<Rigidbody>().AddForce(playerCam.transform.forward * ThrowStrength);
         objectHeld.GetComponent<Rigidbody>().freezeRotation = false;
         objectHeld = null;
     }
     
     private void Use()
     {
         objectHeld.SendMessage ("UseObject",SendMessageOptions.DontRequireReceiver); //Every script attached to the PickupObject that has a UseObject function will be called.
         objectHeld = null;
     }
 }
 
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