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Question by LemonOak · Jan 08, 2017 at 06:37 PM · unity 5networkingplayerruntime

how do i network sync scaling of character?

I tried using this script to make the player larger and smaller when pressing U or J wich kinda works. Im new to networking and unity for that matter...

using UnityEngine; using UnityEngine.Networking; using System.Collections;

public class SinglepalyerSizeChanger : NetworkBehaviour { public GameObject player; public GameObject model;

 public float growvalue = 0.2f;
 public float growvalue2 = 0.01f;

 void Update()
 {
     if (isLocalPlayer)
     {
         Enlarge();
         Dislarge();
         return;
     }

 }
 void Enlarge()
 {
     if (Input.GetKeyDown(KeyCode.U))
     {
         player.transform.localScale += new Vector3(growvalue, growvalue, growvalue);
     }
 }

 void Dislarge()
 {
     if (Input.GetKeyDown(KeyCode.J))
     {
         player.transform.localScale += new Vector3(-growvalue, -growvalue, -growvalue);
     }
 }

}

But when using it on network the second player (or first if the second is growing/shrinking) sees the first guy floating in the air. The model doesnt grow. Anyone have any idea about how i could do that?

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Answer by fafase · Jan 09, 2017 at 10:55 AM

 [SyncVar(hook = "OnSetScale")] private Vector3 scale;
 
 [Command]
 public void SetScale(Vector3 vec)
 {
      this.scale = vec; // This is just to trigger the call to the OnSetScale while encapsulating.
 }
 
 private void OnSetScale(Vector3 vec){
     this.scale = vec;
     this.transform.localScale = vec;    
 }

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