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Question by lbryan212 · Jul 22, 2019 at 07:50 PM · networkingraycastdamagebots

cannot reference parent network identity.netId when applying damage

Hello friends!

I'm looking to implement a custom hitbox detection system into my networked uNet FPS. I'm currently testing this on a networked bot player. I have a cube with mesh renderer disabled where the bots head should be, and layered the cube "Player Head". On the cube there's a networked script called Hitbox_Head, which has a reference to the bot's parent object's network identity.


Here's the line of code that's throwing a no object reference error


  hit.transform.GetComponent<Hitbox_Head>().CmdApplyDamageOnServer(hit.transform.GetComponent<Hitbox_Head>().playerID, 100);


The debugging log is telling me the playerID variable indeed correctly outputs the players netID into console, however throwing exceptions when using this command.


Command:


     [Command]
     public void CmdApplyDamageOnServer(NetworkInstanceId networkID, int DamageAmount)
     {
         GameObject hitPlayerGo = NetworkServer.FindLocalObject(networkID);
         hitPlayerGo.GetComponent<Player_Health>().DeductHealth(DamageAmount);
     }
 
   
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Answer by lbryan212 · Jul 23, 2019 at 11:42 AM

I put this under my raycast function and everything started working. Just in-case anyone else has similar problem.


   NetworkIdentity playerIdentity = hit.transform.GetComponentInParent<NetworkIdentity>();
 
                 
                 if (hit.transform.CompareTag("Bot"))
                 {
                     CmdApplyDamageOnServerBot(playerIdentity.netId, 100);
                     Quaternion hitAngle2 = Quaternion.LookRotation(hit.normal);
                     CmdSpawnBloodPrefab(hit.point, hitAngle2, 5);
                   //  Debug.Log("The ray hit the players head" + playerIdentity.netId);
                 }
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