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Question by DrDan_ · May 24, 2021 at 08:06 PM · networkingmirror

(UNITY MIRROR) Server/Client functions not being called from instantiated objects

So I'm new to Mirror so bare with me. I'm currently working on a multiplayer project where players control wizards, casting spells at each other. However, I seem to have a problem with objects "spells" the wizard player character instantiates, with them not being able to call any Command or Rpc functions. Maybe my understanding is a little off but here's the main rundown.

The wizard_player script calls this command function to spawn the currently selected spell.

     CmdSpawnSpell(selectedElements[spellToCast].castType, index); ////THIS WORKS FINE
 }

 [Command]
 private void CmdSpawnSpell(SpellIndex.CastType t, int index)
 {
     RpcSpawnSpell(t, index);
 }

 [ClientRpc]
 private void RpcSpawnSpell(SpellIndex.CastType t, int index)
 {
     SpawnSpell(t, index, true);
 }

  private void SpawnSpell(SpellIndex.CastType t, int index, bool isParented)
 {
     GameObject newSpell;
     switch (t)
     {
         case SpellIndex.CastType.Spray:
             newSpell = Instantiate(SpellIndex.SI.spray[index], castPoint.position, castPoint.rotation);
             break;
         case SpellIndex.CastType.Beam:
             newSpell = Instantiate(SpellIndex.SI.beam[index], castPoint.position, castPoint.rotation);
             break;
         case SpellIndex.CastType.Projectile:
             newSpell = Instantiate(SpellIndex.SI.projectile[index], castPoint.position, castPoint.rotation);
             break;
         case SpellIndex.CastType.Shield:
             newSpell = Instantiate(SpellIndex.SI.shield[index], castPoint.position, castPoint.rotation);
             break;
         default:
             return;
     }
     if (isParented)
     {
         newSpell.transform.SetParent(castPoint);
         currentSpell = newSpell.GetComponent<Spell>();
         currentSpell.NormalCast();
     }        
 }


So far all is well, this successfully spawns the spell on the server and all clients. But then for some reason the Command/Rpc functions on the newly instantiated object never get called/listened too.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using Mirror;

 public class Spell : NetworkBehaviour
 {
 public Wizard_SpellManager.Element.Type elementType;
 public float castTime = 3f;
 public float castingMovePenaltyPercentage = 0f;

 protected bool casting = false;

 public float damage = 10f;

  public virtual void NormalCast()
 {
     casting = true;
     RpcCast();                                                //////////DON'T WORK????
     CmdCast();                                              //////////DON'T WORK????
 }

 [ClientRpc]
 private void RpcCast()
 {
     Debug.Log("HI CLIENT");
 }

 [Command]
 private void CmdCast()
 {
     Debug.Log("HI SERVER");
 }

They all have networkidentity and networktransform. Not only that, but if I replace the playerprefab in the network manager with the spell object, the above code starts working.

Is there a step that I've missed? Do I need to somehow register the newly created object to the network manager so that it can call the server and client commands?

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