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Question by swhamilton · Oct 19, 2016 at 06:31 PM · multiplayerrpcsynccommand

How to spawn a multiplayer non-player prefab object and sync with all clients?

I'm trying to spawn an explosion prefab on all clients when a user's bullet hits any object.

I think this approach is close but I just can't seem to get the right mix:

  • Player creates bullet instance with NetworkServer.SpawnWithClientAuthority(bullet, connectionToClient);

  • Bullet collides with any object

  • On the Bullet collision, the Bullet object sends a [Command] to the server to spawn the explosion prefab( linked GameObject on each Bullet object), which then gets sent to all clients and runs in the [ClientRpc] function.

  • Use unspawnHandler to clean up the explosion prefab after the bullet hits and the explosion particle is done playing.

Here’s my setup:

  • I have registered the bullet prefab and explosion prefab in the NetworkManager Registered Spawnable Prefabs list.

  • I have added a NetworkIdentity (w/LocalPlayerAuthority)+NetworkTransform(Rigidbody3d) to the Bullet prefab.

  • I have added a NetworkIdentity(w/LocalPlayerAuthority)+NetworkTransform(transform) to the Explosion prefab.

What’s the best way to do this? Several Possibilities:

  • Register Explosion prefabs using ClientScene.RegisterPrefab (https://docs.unity3d.com/ScriptReference/Networking.ClientScene.RegisterPrefab.html)

  • Have the Bullet collision event call a regular function on the Player who then can send a [Command] to the server

  • Use AssignClientAuthority instead of SpawnWithClientAuthority

  • Use a CustomNetworkManager to send ClientRpc command to spawn explosion on each client

  • Use a SyncVar to sync the explosion transform info to each client and have each client spawn a new explosion with the syncvar info.

I have studied this diagram and still can’t figure out what I’m doing wrong: https://docs.unity3d.com/Manual/UNetActions.html

This seems like a regular scenario so I’m hoping it’s something others have experienced before. Any help would be awesome!

The bullet script looks like this:

 // Bullet.cs
 using UnityEngine;
 using System.Collections;
 using UnityEngine.Networking;

 public class Bullet : NetworkBehaviour {

 public GameObject explosionPrefab; // This is the prefab object so we can register as a network object

 void OnCollisionEnter(Collision collision) {

     GameObject hit = collision.gameObject;

     // Play explosion at the point of the hit
     CmdExplosion(hit);
 }

 [Command] // want to send a command, but the bullet is a non-player object, so we need to use ClientAuthority
 public void CmdExplosion(GameObject hitLocation) {
    GameObject explosion = (GameObject)Instantiate(explosionPrefab, hitLocation.transform.position, hitLocation.transform.rotation);
    NetworkServer.SpawnWithClientAuthority(explosion, base.connectionToClient);
  }

 }
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