Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by UnityNoob123 · Feb 25, 2016 at 12:18 PM · networkingraycastobjectserver

Raycast Hit on a Server Object?

Basically I have a cube that spawns when the server is created using NetworkServer.SpawnObjects();. The shooting mechanic in my game is used with raycast shooting, but I cannot get it to register that it hit an object that belonged to the server. I seem to be only able to shoot it locally, I also do have a box collider on it, as well as the correct tag. Thanks for the help, and I did already check the unity site to see if I could try to figure out the problem.
using UnityEngine; using UnityEngine.Networking; using System.Collections; public class shoot : NetworkBehaviour {

     private const string PLAYERTAG = "Player";
     private const string HeadBlock = "HeadBlock";
     private const string BLOCK = "Block";
     public weapon weapon; 
     public BlockPhysics BP;
     public GameObject hitEffect;
 
     [SerializeField]
     private Camera cam;
 
     [SerializeField]
     private LayerMask mask;
 
     // Use this for initialization
     void Start () {
         
         if(cam == null)
         {
             this.enabled = false;
         }
     }
         
 
     // Update is called once per frame
     void Update () {
     
 
 
         if(Input.GetButtonDown("Fire1"))
         {
             CmdShoot();
         }
 
     }
 
     [Command]
     void CmdShoot()
     {
         RaycastHit hit;
 
 
         if(Physics.Raycast(cam.transform.position, cam.transform.forward, out hit, weapon.range, mask ))
         {
             if(hit.collider.tag == PLAYERTAG)
             {
                 CmdPlayerShot(hit.collider.name, weapon.damage);
             }
 
             if (hit.collider.tag == BLOCK) 
             {
                 Debug.Log ("blockShot");
                 CmdblockSot ();
             }
         }
     }
 
 
     void CmdPlayerShot(string _playerID, int _damage)
 
     {
         
         Debug.Log(_playerID + "has been shot");
 
         Player _player = gameManager.GetPlayer(_playerID);
     
         _player.RpcTakeDamage (_damage);
 
     }
 
     [Command]
     void CmdblockSot()
     {
         Debug.Log ("hitBlock");
 
         BP.GetComponent<BlockPhysics> ();
 
         BP.RpcBreakBlock ();
 
     }
 
 
 
 
 }
 
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

issue with forcing spawn locations server controlling client spawn points 0 Answers

How do you correctly remove a player that has disconnected from a game when using "OnServerDisconnect" ? 0 Answers

How do I sync Network-Server objects to clients? / Is my solution okay? 0 Answers

PLS recommend plugins for networking/sever which ONLY work for authentication + storing player info. 0 Answers

Unet: [Command] not running 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges