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Question by SterlingStudios · Mar 28, 2015 at 11:44 AM · transformmultiplayerupdatesword

Network transform update happening only on one screen

Hello, I have a problem with my script. When a player enters the trigger, they lose 30 out of a 100 life. That's fine until the player kills the other one. The dead player gets transferred to the spawn point on the killer's screen, however, on the dead person's screen they are still there. My question is why does that happen. I have a network view attached to the player.

Here is the player health script:

 #pragma strict
 
 var health : int = 100;
 
 var spawnPoints : GameObject[];
 
 var chance : float;
 
 var myText : TextMesh;
 
 function Start () {
 
     spawnPoints = GameObject.FindGameObjectsWithTag("Spawn");
     chance = Random.Range(0, spawnPoints.Length);
     
     myText = transform.FindChild("Health").GetComponent.<TextMesh>();
 }
 
 function Update () {
 
     if(health <= 0) {
         chance = Random.Range(0, spawnPoints.Length);
         transform.position = spawnPoints[chance].transform.position;
         health = 100;
     }
 
     myText.text = "" + health;
 }
 
 function Hit (damage : float) {
 
     health -= damage;
 }

And here is the trigger enter script (when the player gets hit by the sword):

 #pragma strict
 
 var blood : GameObject;
 
 var damage : float = 30;
 
 function OnTriggerEnter (col : Collider) {
 
     if(col.gameObject.tag == "Player") {
         Instantiate(blood, transform.position, transform.rotation);
         col.SendMessage("Hit", damage, SendMessageOptions.DontRequireReceiver);
     }
 }


Any help would be greatly appreciated!

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Answer by SterlingStudios · Mar 28, 2015 at 12:38 PM

Fixed it. Had to use RPC's. Didn't know what they were, but they weren't too hard to get to know. Also, the blood wasn't being synced, so all I had to do was put "Network." in front of instantiate.

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