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Question by caseymac · Mar 13, 2016 at 12:01 AM · c#networkingtransformnetworklocalscale

Syncing localScale

How do you sync players localScale? I've been messing around with syncvars and [command]s but it either doesn't work at all or only works on the host.

my latest attempt flips it on the server, but nowhere else

 [Command]
     void CmdFlip(int dir){
         transform.localScale = new Vector3 (dir, 1, 1);
     }

and this is when im calling it

 if (Input.GetKey (KeyCode.A)) {
             transform.localScale = new Vector3 (-1, 1, 1); // flips it on client maybe idk this shits wack
             CmdFlip(-1);
         } else if (Input.GetKey (KeyCode.D)) {
             transform.localScale = new Vector3 (1, 1, 1); // flips it on client maybe idk this shits wack
             CmdFlip(1);
         }


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avatar image Salmjak · Mar 13, 2016 at 10:21 AM 0
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@caseymac You should check out this tutorial, you would use the same principle as with movement but replace transform.position with transform.localScale :)

avatar image Stros Salmjak · Mar 26, 2016 at 02:35 PM 0
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I was tried this and it doesn´t nothing :(

 using UnityEngine;
 using System.Collections;
 using UnityEngine.Networking;
 
 public class SyncScale : NetworkBehaviour {
 
     [SyncVar] private Vector3 syncScale;
     [SerializeField] Transform myTransform;
     [SerializeField] float lerpRate = 15;
 
     // Update is called once per frame
     void FixedUpdate () {
         TransmitScale ();
         LerpScale ();
     }
 
     void LerpScale(){
         if (isLocalPlayer) {
             myTransform.localScale = Vector3.Lerp (myTransform.localScale, syncScale, Time.deltaTime * lerpRate);
         }
     }
 
     [Command]
     void CmdProvideScaleToServer(Vector3 scale){
         syncScale = scale;
     }
 
     [ClientCallback]
     void TransmitScale(){
         if (isLocalPlayer) {
             CmdProvideScaleToServer (myTransform.localScale);
         }
     }
 }

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