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Question by taweisse · Aug 28, 2018 at 06:26 PM · networkingmultiplayerspawn

Help needed on UNET client authority

I am working on an RTS-type game where each player controls multiple characters each round. Using UNET, I have created an abstract player object which is spawned when a new player joins the game, attached to which is a script that handles spawning and controlling each player's characters.

Initially, I was simply using NetworkServer.Spawn(object) without authority, and using commands in order for each client to move its characters. However, due to network latency, I realized I needed to implement client-side prediction.

I am now calling NetworkServer.SpawnWithNetworkAuthority(object, connectionToClient) within a Command, and the objects are spawning correctly. However, I am having trouble getting the correct movement for the characters. I need to be able to move the local client's copy of the character gameobject immediately when input is received, a problem for which I believe client authority is the solution. However, even though the characters have their authority set, they do not move at all when I try to update their transform.position. I have also tried creating a Move() function inside a script on the character prefab, which is called from the UNET 'Player' object. Neither solution is working to move the characters.

I have tried about everything I can think of (much more than I have listed), and cannot figure out how to solve this issue. Maybe I am going about this the wrong way. I have found resources related to client-side prediction, but for when the UNET Player object is a controllable character, not an abstract player object controlling multiple spawned gameobjects, as in my case.

Any help would be greatly appreciated. Thanks!

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