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Question by Jaidan · Mar 29, 2016 at 02:43 PM · c#networking3dgunswitching

Gun Switching not syncing across Network - UNET

Hello, I have a problem where I have my gun switching script working fine. It allows me to click a number and switch to that gun, which is held in an array.

The problem is that when I have two players in my game, the other player cannot see the gun In the other players hand, then can only see their gun.

Here is the GunManager script I have:

 using UnityEngine;
 using System.Collections;
 using UnityEngine.Networking;
 
 public class WeaponManager : NetworkBehaviour {
 
     public GameObject[] weapons;
     private int nrWeapons;
     public int currentWeapon;
 
     void Start() {
         SwitchWeapon(0);
         nrWeapons = weapons.Length;
     }
 
     void Update() {
         if (!isLocalPlayer) {
             return;
         } else {
             for (int i = 1; i <= nrWeapons; i++) {
                 if (Input.GetKeyDown ("" + i)) {
                     currentWeapon = i - 1;
                     SwitchWeapon (currentWeapon);
                 }
             }
         }
     }
     void SwitchWeapon(int index) {
         for (int i = 0; i < nrWeapons; i++) {
             if (i == index) {
                 weapons [i].gameObject.SetActive (true);
             } else {
                 weapons [i].gameObject.SetActive (false);
             }
         }
     }
 }

I have a NetworkIdentity with the LocalPlayerAuthority checked on each. I also have a NetworkTransform on each gun.

Thanks

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