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Question by AAK_Lebanon · Feb 10, 2016 at 02:02 PM · multiplayerspawningclient-server

Custom SpawnHandler does not support rotation on the client, only the position is supported

Hi,I am using the UNet system and I am implementing the Object Pools pattern as described here . The problem is that SpawnDelegate does not support rotation, only a position is allowed in the delegate. So I can't rotate my bullet on the client (to be on the same direction of the player forward) and i find myself relying on the server to "correct" it's direction, so I always see the "correction" on the clients and it is very ugly . any workaround ?!

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Answer by muzboz · Mar 30, 2016 at 09:38 AM

You probably want to use the components NetworkTransform and NetworkTransformChild appropriately on your objects.

I had troubles getting rotations to sync across the network, on child objects on my player (like the gun), until I discovered that I needed to put an extra NetworkTransformChild on the root player object, and drop the Weapon object onto that. Add another NetworkTransformChild to any children game objects that you need to sync position and rotation across the server!

All the best!

  • Murray

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avatar image AAK_Lebanon · Aug 20, 2016 at 08:33 AM 0
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hey thanks for your response. I did not know anything about NetworkTransformChild also, thanks !

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