Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
This question was closed Feb 22, 2016 at 01:44 AM by Moaid_T4 for the following reason:

The question is answered, right answer was accepted

avatar image
0
Question by Moaid_T4 · Feb 22, 2016 at 01:20 AM · networkingmultiplayernetworkfirst person shooter

only game host can damage clients

hello, im trying to make a simple first person shooter setup, my problem is that only the host can damage players but clients cant. when ever i try to damage a player on client i get the current warning : Trying to send command for object without authority. , code :

 private void Shoot()
     {
         if (Physics.Raycast(cam.position, cam.forward, out hit, distance, mask))
         {
             if (hit.transform.tag == "Player")
             {
                 hit.transform.GetComponent<FirstPersonController>().CmdDamagePlayer(damage);
             }
         }
     }
 
     [Command]
     public void CmdDamagePlayer(int dmg)
     {
         RpcTakeDamage(dmg);
     }
 
     [ClientRpc]
     public void RpcTakeDamage(int dmg)
     {
         health -= dmg;
         if (health <= 0)
         {
             health = 0;
         }
         if(isLocalPlayer)
             healthBar.value = health;
         else
             healthBarTP.value = health;
     }

im calling this from the FirstPersonController class which is located on the root of the player object, from what i understand commands apply code on server using client data and rpc calls apply code on clients using server data, so what's the problem ?? thanks.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

  • Sort: 
avatar image
1
Best Answer

Answer by Moaid_T4 · Feb 22, 2016 at 01:42 AM

so i fixed it using a bit of tweaking and docs, so apearantly only the server is allowed to call commands and rpc's on other players

 private void Shoot()
     {
         if (Physics.Raycast(cam.position, cam.forward, out hit, distance, mask))
         {
             if (hit.transform.tag == "Player")
             {
                 CmdShootPlayer(damage,hit.transform.gameObject);
             }
         }
     }
 
     [Command]
     public void CmdShootPlayer(int dmg,GameObject player)
     {
         player.GetComponent<FirstPersonController>().RpcTakeDamage(dmg);
     }
 
     [ClientRpc]
     public void RpcTakeDamage(int dmg)
     {
         health -= dmg;
         if (health <= 0)
         {
             health = 0;
         }
         if(isLocalPlayer)
             healthBar.value = health;
         else
             healthBarTP.value = health;
     }
Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Follow this Question

Answers Answers and Comments

78 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Only Host Can Damage Players In A Network Match 0 Answers

How to use a script to control the nickname of online players 0 Answers

Problem with Input.gyro in LAN network Unet 0 Answers

Unet Game on Phton Server? 0 Answers

Bullets not spawning in other clients but its spawning on the client that shot it. 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges