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Question by Dragon_Developer · May 02, 2016 at 02:55 PM · networkingbugrigidbody2dvectorcalculation

uNet spawning projectiles with calculated direction going wrong way on clients.

I have some code to spawn a rocket, but when spawning it while being a client the rocket goes to a random direction... I think this has to do with the execution order, but I cant seem to fix it.

 [Command]
 public void CmdFire()
 {
         GameObject rocket = Instantiate(RocketObject, rocketSpawnLocation.transform.position, Quaternion.identity) as GameObject;
 
         NetworkServer.Spawn(rocket);
         Vector2 crosshairLocation = new Vector2(crosshair.transform.position.x, crosshair.transform.position.y);
         Vector2 spawnLocation = new Vector2(rocketSpawnLocation.transform.position.x, rocketSpawnLocation.transform.position.y);
         Vector2 direction = new Vector2(crosshairLocation.x - rocket.transform.position.x, crosshairLocation.y - rocket.transform.position.y);
         direction.Normalize();
         direction *= (rocketSpeed * 100);
         Quaternion rotation = Quaternion.LookRotation(new Vector3(crosshairLocation.x, crosshairLocation.y) - rocket.transform.position, rocket.transform.TransformDirection(Vector3.up));
         rocket.transform.rotation = new Quaternion(0, 0, rotation.z, rotation.w);
         for (int i = 0; i <= smokeAmount; i++)
         {
             spawnSmoke(new Vector2(Random.Range(rocket.transform.position.x - smokeOffset, rocket.transform.position.x + smokeOffset), Random.Range(rocket.transform.position.y - smokeOffset, rocket.transform.position.y + smokeOffset)));
         }
         rocket.GetComponent<Rigidbody2D>().AddForce(direction);
 
 
         Destroy(rocket, 2.0f);
 }


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