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Question by DatYak · Feb 19, 2018 at 05:42 PM · networkinglinerenderer

Line renderer not showing up on client

In my game I am trying to spawn in a line to represent lasers being fired. My weapons call a Command spawn laser function, and pass in the points to spawn at. The player manager then spawns a gameobject with a line renderer component and uses SetPoints() to change the location of the line. The line shows up on the Host, but not the client- no mater who shoots the laser. My laser Game Object prefab has both a network identity, and transform, as well as is listed as a spawn-able prefab under the network manager.

     [Command]
     public void CmdSpawnLaser(Vector3 start, Vector3 end)
     {
         Vector3[] points = new Vector3[2];
         points[0] = start;
         points[1] = end;
         GameObject _laser = Instantiate(laserGO_Sniper, start, Quaternion.identity) as GameObject;
         _laser.GetComponent<LineRenderer>().SetPositions(points);
         Destroy(_laser, .5f);
         NetworkServer.Spawn(_laser);
     }

 

(First post on unity answers- so sorry about any mistakes/things I should have added)

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Answer by DatYak · Feb 19, 2018 at 08:34 PM

I solved It, I had to make an Rpc call and spawn the lines that way.
[ClientRpc] public void Rpc_SetLineRenderPoints_MG (Vector3[] pts) { GameObject _laser = Instantiate(laserGO_MG, transform.position, Quaternion.identity) as GameObject; Destroy(_laser, .1f); _laser.GetComponent<LineRenderer>().SetPositions(pts); }

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