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 /
avatar image
0
Question by VarthDader · Oct 01, 2015 at 06:24 PM · physicsrigidbodynetworkingmultiplayer

Adding Force over network

Hi , I am making a multiplayer game where when you click on enemy player force is added to that player . I have tried using Command and GetComponent but that does not seem to work . Also Clients have some physics lags (sometimes the force is applied and sometimes it is not ).

Comment
Add comment · Show 2
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
avatar image Neiist · Oct 05, 2015 at 05:55 AM 0
Share

could you add some information such as parts of the code you have written? Would be useful ^^

avatar image VarthDader · Oct 06, 2015 at 03:27 PM 0
Share

I have watched a youtube tutorial where a guy does the sam thing , but he does not apply force , he deducts health from player .

using UnityEngine; using System.Collections; using UnityEngine.Networking;

public class Shoot : NetworkBehaviour {

 public Transform camtrans;
 private float forceapplier=350f;
 private float shootrange=35f;
 private Transform trans;
 Rigifier rgf; 
 void Start () 
 {
     rgf = GetComponent<Rigifier>();
 }
 

 void Update () 
 {
     CheckIfShooting();

 }

 void CheckIfShooting()
 {

     if(Input.GetButtonDown("Fire1"))
     {
         Shooting();
         
     }

 }



 void Shooting()
 {
     Ray shootray = new Ray(camtrans.position+ new Vector3(0,0,.5f),camtrans.forward);
     Debug.DrawRay(camtrans.position+new Vector3(0,0,.5f),camtrans.forward);
     RaycastHit hit ;
     if(Physics.Raycast(shootray,out hit,shootrange ))
     {
         if(hit.collider.tag=="Player")
         {
             string UIdentity = hit.transform.name;
             CmdTellServerWhoWasShot(UIdentity,camtrans.forward);


             //hit.collider.gameObject.GetComponent<Rigidbody>().AddForce(transform.forward*forceapplier,Force$$anonymous$$ode.Impulse);
             rgf.AddingForce(-camtrans.forward*forceapplier/1.5f); 
             //rig.AddForce(-camtrans.forward*forceapplier/1.5f,Force$$anonymous$$ode.Impulse );// 3rd Newtons Law


         }
         else if(hit.collider.tag=="Floor")
         {
             rgf.AddingForce(-camtrans.forward*forceapplier/2f); 
             //rig.AddForce(-camtrans.forward*forceapplier/3,Force$$anonymous$$ode.Impulse );// 3rd Newtons Law
         }
     }


 }
 [Command]
 void CmdTellServerWhoWasShot(string uID , Vector3 trans)
 {
     GameObject go = GameObject.Find(uID);
     
 }




}

I should mention that this script is activated only on the player himself . When I add go.getcomponent().addForce it doesn't work and reports , null object reference , not set to an instance of an object .

One more thing . As you can see if player shoots at a wall he will be pushed back , it sometimes lags on client for some reason .

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

35 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

Related Questions

[UNET] Network Transform doesnt work for the host. On Client it works seemless. 0 Answers

Rigid body kick over network (DEADLINE) 0 Answers

Networked nonplayer objects only effected by the client hosting the server? 0 Answers

Networked vehicle physics - to rigidbody or not rigidbody? 0 Answers

Player (RigidBody) jitters when colliding with object and jumping. 0 Answers


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