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 /
avatar image
0
Question by Katana-0 · Mar 07, 2017 at 04:26 PM · c#networkingmultiplayer-networking

How do I set non-player object client authority?

Hello All,

I've been playing around with this for sometime and can't seem to figure it out. I've created a simplified version of a game I'm making to understand the code better. What I would like to do is have multiple people be able to move around a non-player object. In my current set up I have a player object (red cube) and a non-player object (blue cube). With the script I have now I can move the player object on the host/client side and have it update on the host/client side. When I try to move the blue cube I get the following error:

AssignClientAuthority for Cube (UnityEngine.GameObject) owner cannot be null. Use RemoveClientAuthority() instead. ​Here is the code I have attached to the non-player object (blue cube):

 using UnityEngine;
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine.Networking;
  
 public class DnDNonPlayer : NetworkBehaviour
 {
     GameObject cube;
  
     // Use this for initialization
     void Start ()
     {
         cube = gameObject;
     }
  
     void OnMouseDown ()
     {
         if (isLocalPlayer)
             return;
         CmdSetAuthority(cube.GetComponent<NetworkIdentity>());
     }
  
     [Command]
     void CmdSetAuthority(NetworkIdentity ObjID)
     {
         ObjID.AssignClientAuthority(connectionToClient);
     }
  
     void OnMouseDrag ()
     {
  
         if (!isLocalPlayer)
             return;
  
         Ray Ray = Camera.main.ScreenPointToRay (Input.mousePosition);
         RaycastHit hitInfo;
  
         if (Physics.Raycast(Ray, out hitInfo))
         {
  
             Vector3 drag = new Vector3 (hitInfo.point.x, 0.5f, hitInfo.point.z);
             transform.position = drag;
         }
     }
  
     void OnMouseUp()
  
     {
         if (!isLocalPlayer)
             return;
  
         Ray Ray2 = Camera.main.ScreenPointToRay (Input.mousePosition);
         RaycastHit hitInfo2;
  
         Physics.Raycast (Ray2, out hitInfo2);
  
         Vector3 objPosition = new Vector3 (hitInfo2.point.x, 0.5f, hitInfo2.point.z);
         transform.position = objPosition;
     }
 }

I also expect that I will have to remove client authority as well but i clearly haven't gotten that far yet. Also note I have next to zero experience programing and just started learning. Most of the stuff here is hacked together based on what I've found here on the forum and other places online. Thanks and I appreciate any help.

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

7 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Two or more players in tank using mirror 1 Answer

NetworkMatch creating match not being found when doing ListMatches 0 Answers

Can I use Rpc Calls and Commands on the same object? 0 Answers

Unity's LLAPI for Raspberry Pi Server? 0 Answers

How can I implement Client-Side Prediction and Reconciliation? 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