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Question by Eliaminate · Mar 10, 2018 at 04:15 AM · networkingclientsynchronizationteleporting

Player Teleport Not Syncing Across the Network Properly

Hi. I am making a game where I want players to be able to teleport to any position on the terrain that they can look at. I am doing it by having them produce a projectile which moves very quickly, and, when it collides with the terrain, it teleports them where the collision happened. This works perfectly fine in In single player. In multiplayer: the host can successfully teleport, however, if the client tries to teleport, he only teleports on the hosts version of the game. Once this happens, if the client moves/camera changes, the host then gains the clients version of the game.

What I would like is for the client players to teleport on all version of the game (perhaps especially its own).

I am pretty much new to networking and am finding the documentation largely unhelpful.

This is the code I was trying to use for this;

     using System.Collections;
     using System.Collections.Generic;
     using UnityEngine;
     using UnityEngine.Networking;
     using UnityStandardAssets.Characters.FirstPerson;
 public class blinkscript: NetworkBehaviour {
     void OnCollisionEnter(Collision col)
     {
         RpcDoStuff ();
     }

     [ClientRpc]
     void RpcDoStuff(){
         var location = gameObject.GetComponent<Rigidbody> ().position;
         var caster = gameObject.name[gameObject.name.Length -1];
         Destroy (gameObject);
         var player = GameObject.Find ("player" + caster);
         player.GetComponent<Transform> ().position = location;
     }
 }



This script is attached to the spawned instance of the thing that collides with the terrain. Any Suggestions Would Be Appreciated.

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