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Question by Brobz · May 09, 2014 at 04:16 AM · rotationnetworkinginstantiatemultiplayerfps

Network.Instatiate Problem

Hi. I am doing a multiplayer fps, and so far everything is working fine over the network, except the shooting. To start off, I made my character shoot little spheres. I used this code:

 using UnityEngine;
 using System.Collections;
 
 public class FP_Shooting : MonoBehaviour {
 
     public GameObject bulletPrefab;
     public float bulletImpulse;
     private GameObject bulletParent;
     Camera playerCamera;
 
     // Use this for initialization
     void Start () {
         playerCamera = GetComponentInChildren<Camera> ();
         bulletParent = GameObject.FindGameObjectWithTag ("CloneHolder");
     }
     
     // Update is called once per frame
     void Update () {
         if (!networkView.isMine) {
             return;
         }
 
         if(Input.GetButtonDown("Fire1")){
             GameObject bullet = (GameObject)Network.Instantiate(bulletPrefab, playerCamera.transform.position, transform.rotation, 0);
             bullet.rigidbody.AddForce(playerCamera.transform.forward *  bulletImpulse);
             bullet.transform.parent = bulletParent.transform;
         }
     }
 }

The problem is that, over the network, the ball always comes out of the same side of the player, regardless of his rotation, which IS clearly updating. I tried adding a network view to the camera and change the rotation parameter on the Network.Instantiate to playerCamera.transform.rotation, but that did not work as well. What should I do?

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avatar image Benproductions1 · May 09, 2014 at 12:27 PM 1
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Using Network.Instantiate or even the rigidbody system for bullets is simply a bad idea. For something as common as shooting a bullet you should use an RPC function ins$$anonymous$$d.

avatar image Brobz · May 09, 2014 at 02:10 PM 0
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And how would I implement that? Could you link me to any tutorials please?

avatar image Benproductions1 · May 10, 2014 at 01:56 AM 0
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You can't do a search for "Unity RPC" yourself? For bullet physics I can't recommend learning projectile motion enough. I'd go with a ray-casting or even sphere-casting approach.

avatar image Erisat · May 10, 2014 at 02:04 AM 0
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You might find this link helpful: great vid series on multiplayer FPS. http://www.gamertogamedeveloper.com/

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