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Question by Jotin · Jun 23, 2015 at 12:19 PM · physicsmultiplayerdamagecombatplayersettings

Multiplayer do damage

So right now I am trying to make it so if i click on the other person, it does damage to that character. I started the game on Unity and also built and ran it to so I can have two instances of the game running. What happens is that each instance connects to the photon server and spawns the character and right now I can move each character individually.

The thing is on the unity instance, it spawns both characters both with 100 health, and when I click on the other person, it debugs their health and it works. The other player's health goes down by 10, and if i click on myself, my health goes down by 10. But on the other instance of the game, both characters are still at 100 health, and when i do the same thing, both health goes down with i click on them. So the problem is they are not updating on each other's instance even though when i move each character, i can see them updating on the other instance of the game. Here is my code for the damage.

 using UnityEngine;
 using System.Collections;
 
 public class Stats : Photon.MonoBehaviour {
 
     public float healthBarLength;
     public Texture2D bgImage; 
     public Texture2D fgImage; 
     public int maxHealth = 100;
     public int health;
     public int attack = 100;
     RaycastHit hit;
     Ray ray;
 
     void Start()
     {
         health = maxHealth;
         healthBarLength = Screen.width /2; 
     }
 
     void Update()
     {
         AddjustCurrentHealth(0);
         ray = Camera.main.ScreenPointToRay (Input.mousePosition);
 
         if (photonView.isMine) 
         {
             if (Input.GetMouseButtonUp(2))
             {
                 if(Physics.Raycast(ray, out hit))
                 {
                     if(hit.collider.tag == "Player")
                     {
                         

 hit.collider.gameObject.GetComponent<Stats>().AddjustCurrentHealth(-10);
                         Debug.Log(hit.collider.gameObject.GetComponent<Stats>().health);
                     }
                 }
             }
         }
     }
 
     void OnGUI () {
         if (photonView.isMine) 
         {
             GUI.BeginGroup (new Rect (0,0, healthBarLength,32));
 
             GUI.Box (new Rect (0,0, healthBarLength,32), bgImage);
 
             GUI.BeginGroup (new Rect (0,0, health / maxHealth * healthBarLength, 32));
 
             GUI.Box (new Rect (0,0,healthBarLength,32), fgImage);
 
             GUI.EndGroup ();
             
             GUI.EndGroup ();
         }
     }
 
     public void AddjustCurrentHealth(int adj){
         
         health += adj;
         
         if(health <0)
             health = 0;
         
         if(health > maxHealth)
             health = maxHealth;
         
         if(maxHealth <1)
             maxHealth = 1;
         
         healthBarLength =(Screen.width /2) * (health / (float)maxHealth);
     }
 
 }



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