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               Question by 
               masonporter21 · Mar 13, 2015 at 08:09 PM · 
                networkingmultiplayerfps  
              
 
              Showing Player weapon over the network
Hello, reader. I am currently making a multi player fps on unity 4.6. I have just learned how to switch weapons, but when I was about to test the weapon on the network, I saw that the weapon visual actually didn't carry over. Here is my code, starting on line 35:
 public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) {
             if(stream.isWriting) {
         
             stream.SendNext(transform.position);
             stream.SendNext(transform.rotation);
             stream.SendNext(anim.GetFloat("Speed"));
             stream.SendNext(anim.GetBool("Jumping"));
             stream.SendNext(anim.GetFloat("AimAngle"));
             stream.SendNext(this.gameObject.GetComponentInChildren<WeaponData>().weaponID);
         }
         else {
 
 
             realPosition = (Vector3)stream.ReceiveNext();
             realRotation = (Quaternion)stream.ReceiveNext();
             anim.SetFloat("Speed", (float)stream.ReceiveNext());
             anim.SetBool("Jumping", (bool)stream.ReceiveNext());
             realAimAngle = (float)stream.ReceiveNext();
             weaponID = (float)stream.ReceiveNext();
 
             if(gotFirstUpdate == false) {
                 transform.position = realPosition;
                 transform.rotation = realRotation;
                 anim.SetFloat("AimAngle",realAimAngle);
                 gotFirstUpdate = true;
             }
 
         }
 
     }
 
               Is there a problem with my script? If so, how do I fix it (P.S: My attempt to fix it is the weaponID = float blah blah blah junk. Also, if you can't tell, I am using Photon Unity Network for my server.)
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