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Question by UnityNoob123 · Feb 13, 2017 at 03:29 AM · collisionnetworkinglayers

Unity Netwroking Layer Masks?

Hello I want to have the local player not be able to shoot himself in the foot, and still be able to shoot other clients. I have it so the local player gets assigned to "LocalPlayer" layer, and any other clients get assigned to the "RemoteClients" layer. I seem to only be able to make the lan host not shoot itself, but any other client can shoot itself and not shoot the lan host. I am certain that I am missing something to do with networking but I do not know what to do. I have had this problem for two weeks now and I just want this to work so badly. I will add my code down below and thanks for the help!

// This is my player script that assigns the layers

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine.Networking;
 using UnityEngine;
 [RequireComponent(typeof(PlayerMotor))]
 public class PlayerController : NetworkBehaviour {
 
     public AudioListener listener;
     [SerializeField]
     [SyncVar]
     public float speed = 5f;
     [SerializeField]
     private float lookSensitivity = 3f;
     [SerializeField]
     Behaviour[] disableComponents;
     private PlayerMotor motor;
 
 
     void Start () {
         if (!isLocalPlayer) {
             AssignRemoteLayer ();
             ComponentsToDisable ();
         } 
 
         RegisterPlayer ();
     }
         
     void Update () {
         if (!isLocalPlayer) {
             return;
         }
         MovePlayer ();
     }
 
     void ComponentsToDisable() {
         for (int i = 0; i < disableComponents.Length; i++) {
             disableComponents [i].enabled = false;
         }
     }
 
     void AssignRemoteLayer () {
         gameObject.layer = LayerMask.NameToLayer ("RemotePlayer");
         foreach (Transform t in transform) {
             t.gameObject.layer = LayerMask.NameToLayer ("RemotePlayer");
         }
     }
 
     void RegisterPlayer () {
         motor = GetComponent<PlayerMotor> ();
         string ID = "Player " + GetComponent<NetworkIdentity> ().netId;
         transform.name = ID;
     }
 
     void MovePlayer () {
         //all of this is for moving the character
         float xMove = Input.GetAxis ("Horizontal");
         float zMove = Input.GetAxis ("Vertical");
         float yMove = Input.GetAxis ("Jump");
 
         Vector3 moveHorizontal = transform.right * xMove;
         Vector3 moveVertical = transform.forward * zMove;
         Vector3 jump = transform.up * yMove;
         Vector3 velocity = (moveHorizontal + moveVertical + jump).normalized * speed;
         //used to move the character
         motor.Move (velocity);
 
         //this is for only turning the character
         float yRot = Input.GetAxisRaw ("Mouse X");
         Vector3 rotation = new Vector3 (0f, yRot, 0f) * lookSensitivity;
         motor.Rotate (rotation);
 
         float xRot = Input.GetAxisRaw ("Mouse Y");
         float cameraRotation = xRot * lookSensitivity;
         motor.RotateCamera (cameraRotation);
     }
 
     public IEnumerator slowMovement (float time) {
         speed = 0f;
         yield return new WaitForSeconds (time);
         speed = 5f;
     }
 }

// This is my bullet collision script

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine.Networking;
 using UnityEngine;
 
 public class hitDetection : NetworkBehaviour {
 
     public int damage;
 
     // Use this for initialization
     void Start () {
         ColliderDetection ();
     }
     
     // Update is called once per frame
     void Update () {
         
     }
 
     [Server]
     void OnCollisionEnter (Collision col) {
 
         if (col.gameObject.layer == LayerMask.NameToLayer ("LocalPlayer")) {
             return;
         } else {
 
             var hit = col.gameObject;
             var health = hit.GetComponent<Health> ();
             health.TakeDamage (damage);
 
         }
         Destroy (gameObject);
     }
         
     void ColliderDetection () {
         Physics.IgnoreLayerCollision (LayerMask.NameToLayer ("LocalPlayer"), LayerMask.NameToLayer ("Spell"));
     }
 }
 

// This is my health script

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine.Networking;
 using UnityEngine;
 
 public class Health : NetworkBehaviour {
 
     public const int maxHealth = 100;
     [SyncVar]
     public int currentHealth = 0;
     public NetworkStartPosition[] spawnPoints;
     // Use this for initialization
     void Start () {
         currentHealth = maxHealth;
         spawnPoints = FindObjectsOfType<NetworkStartPosition> ();
     }
 
     void OnConnectedToServer () {
         RpcRespawn ();
     }
 
     // Update is called once per frame
     void Update () {
         
     }
 
     public void TakeDamage (int amount) {
         currentHealth -= amount;
         if (currentHealth <= 0) {
             RpcRespawn ();
             currentHealth = maxHealth;
         }
     }
 
     [ClientRpc]
     public void RpcRespawn () {
         if (isLocalPlayer) {
             Vector3 spawnPoint = Vector3.zero;
             if (spawnPoints != null) {
                 spawnPoint = spawnPoints [Random.Range (0, spawnPoints.Length)].transform.position;
             }
             transform.position = spawnPoint;
         }
     }
         
     IEnumerator spawnDelay () {
         yield return new WaitForSeconds (0f);
         Debug.Log ("spawning");
     }
 }
 


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