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Question by OrbitalTech · Dec 05, 2017 at 11:58 PM · c#errornetworkassign

Unassigned Reference Exception - Even though it is assigned C#

I specifically assign the parent GameObject here:

 GameObject projectile = (GameObject)Instantiate(bullet, spawnPosition, transform.rotation);
 projectile.SendMessage("CmdSetParent", gameObject);
 NetworkServer.Spawn(projectile);

The GameObject variable parent does NOT mean the actual physical parent, but rather the object that instantiated the bullet.

The problem is, when running Debug.Log(parent) in update, I get the error. Even if this only happens in the first few shots, all shots after that should have eventually had the variable assigned right? I will note that this ONLY happens on the client. Host does not have this problem, and the parent is assigned properly.

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Answer by Zetya96 · Dec 06, 2017 at 10:07 AM

Hi,

The cmdSetParent is only called on the server, you have to assign the "parent" on the clients too. Maybe, make the "parent" variable [syncvar], then if its changed value on the server, it'll be synchronized on the clients too.

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avatar image OrbitalTech · Dec 06, 2017 at 11:20 PM 0
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Thanks for this. I ended up scrapping my physics based shooting system in exchange for raycasts with a particle system to simulate the bullets.

Although what you've said is true and would have solved that part of my situation, the system was doomed to fail as I could not set the parent before it ran its start or awake method. This problem would not occur if unity supported traditional constructors.

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