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Question by taribo · Jul 19, 2014 at 09:42 AM · networkingtransformparenting

Network.Instantiate parenting on other clients

Hi all, I need help to parenting an object instantiaded via Networking I've an object called SpellGenerator attached to players. When i press a button i would like to cast a spell that play a particle (a magic shield) and update the player's stats. I have created an object Named FireShield with the script attached for play the particle. The problem is that when i hit the button the object is instantiated as child of SpellGenerator correctly only in the device i'm instatiating. In others the spell are instatiated but in position 0 0 0 in world space. How can i parenting the spell to attach to the correct player? here the code:

 public void CastSpell(SpellType spellType)
         {
             switch (spellType)
             {
                 case SpellType.Shield:
                      Debug.Log("Calling RPC_CastCircleSpell");
     
                      //networkView.RPC("RPC_Cast", RPCMode.All);
     
                      GameObject test = (GameObject)Network.Instantiate(circleSpell, transform.position, Quaternion.identity, 0);
                     //this works locally
                     test.transform.parent = transform;
                     break;
                 case SpellType.ShortShot:
                     break;
                 default:
                     break;
             }
             
 }

 public class FireShield : MonoBehaviour, IBuff
 
 void OnNetworkInstantiate(NetworkMessageInfo info) 
     {
        
         //HOW CAN I ATTACH FIRESHIELD TO THE CORRECT SpellGenerator and apply buff to the correct player?
         BuffDurationTimer = BaseBuffDuration;
         Transform particle = gameObject.transform.FindChild("Dark_Main");
         particle.particleSystem.Play();
 
     }


there is a better way to do what i am trying to do? thank you for help

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avatar image taribo · Jul 19, 2014 at 09:10 AM 0
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Edit: SpellGenerator an FireShield have NetworkView attacched

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Answer by taribo · Jul 19, 2014 at 09:13 PM

SOLUTION:

 public class SpellGenerator : MonoBehaviour {
 ...
 
 public void CastSpell(SpellType spellType)
     {
 ...
 GameObject spell = (GameObject)Network.Instantiate(circleSpell, transform.position, Quaternion.identity, 0);
 
                  spell.GetComponent<FireShield>().Cast(networkView.viewID);
                  //local attaching to parent
                  spell.transform.parent = transform;
 
 ...
 
 
 public class FireShield : MonoBehaviour, IBuff
 {
 ...
 
 public void Cast(NetworkViewID callerID)
     {
 
         networkView.RPC("RPC_Cast", RPCMode.All, callerID);
         
     }
 ...
 [RPC]
     void RPC_Cast(NetworkViewID callerID)
     {
         //recupero l'oggetto a cui devo attacare il buff (SpellGenerator) a partire dal callerID che ho passato
         NetworkView view = NetworkView.Find(callerID);
         GameObject spellGenerator = view.gameObject;
 
         //attacco la spell allo SpellGenerator
         transform.parent = spellGenerator.transform;
         BuffDurationTimer = BaseBuffDuration;
         Transform particle = gameObject.transform.FindChild("Dark_Main");
         particle.particleSystem.Play();
 
         
     }

this work quite well

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avatar image diego-vieira · Apr 09, 2015 at 01:39 AM 0
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Thanks to your solution, I could take the right way to implement my game, after several hours.

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