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Question by darkcookie · Apr 14, 2012 at 04:02 AM · multiplayerupdate

update position of cube

my problem is that I have a cube with this script

 var mouseOverColor = Color.blue; 
 private var originalColor : Color; 
 
 function Start () {  
 originalColor = renderer.sharedMaterial.color; }
 
 function OnMouseEnter () { 
 renderer.material.color = mouseOverColor;}
 
 function OnMouseExit () {  renderer.material.color = originalColor; }
 
 function OnMouseDown () {  
 var screenSpace = Camera.main.WorldToScreenPoint(transform.position);  
 
 var offset = transform.position - Camera.main.ScreenToWorldPoint(Vector3(Input.mousePosition.x, Input.mousePosition.y, screenSpace.z)); 
 
 while (Input.GetMouseButton(0))  { 
 
 var curScreenSpace = Vector3(Input.mousePosition.x, Input.mousePosition.y, screenSpace.z); 
 
 var curPosition = Camera.main.ScreenToWorldPoint(curScreenSpace) + offset;  transform.position = curPosition;  yield;  
 } }


nothing is wrong with it but the problem is that when running multyplayer i want to update the position of the cube per frame ... i tried to use the same update script that I use for the player but it doesn't update per frame. can some one pls help me with updating the cubes position per frame?

player update script:

 using UnityEngine;
 using System.Collections;
 
 /// <summary>
 /// This script is attached to the player and it 
 /// ensures that every players position, rotation, and scale,
 /// are kept up to date across the network.
 /// </summary>
 
 
 public class MovementUpdate : MonoBehaviour {
     
     //Variables Start___________________________________
     
     private Vector3 lastPosition;
     
     private Quaternion lastRotation;
     
     private Transform myTransform;
     
     //Variables End_____________________________________
     
     // Use this for initialization
     void Start () 
     {
         if(networkView.isMine == true)
         {
             myTransform = transform;
             
             
             //Ensure taht everyone sees the player at the correct location
             //the moment they spawn.
             
             networkView.RPC("updateMovement", RPCMode.OthersBuffered,
                             myTransform.position, myTransform.rotation);
         }
         
         else
         {
             enabled = false;    
         }
     }
     
     // Update is called once per frame
     void Update () 
     {
         //If the player has moved at all then fire off an RPC to update the players
         //position and rotation across the network.
         
         if(Vector3.Distance(myTransform.position, lastPosition) >= 0.1)
         {
             //Capture the player's position before the RPC is fired off and use this
             //to determine if the player has moved in the if statement above.
             
             lastPosition = myTransform.position;
             
             networkView.RPC("updateMovement", RPCMode.OthersBuffered,
                             myTransform.position, myTransform.rotation);
         }
         
         
         if(Quaternion.Angle(myTransform.rotation, lastRotation) >= 1)
         {
             //Capture the player's rotation before the RPC is fired off and use this
             //to determine if the player has turned in the if statement above.    
             
             lastRotation = myTransform.rotation;
             
             networkView.RPC("updateMovement", RPCMode.OthersBuffered,
                             myTransform.position, myTransform.rotation);
         }
     }
     
     
     [RPC]
     void updateMovement (Vector3 newPosition, Quaternion newRotation)
     {
         transform.position = newPosition;
         
         transform.rotation = newRotation;
     }
     
     
     
     
     
     
     
     
     
     
     
     
 }


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