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[Network]When a barrel was explored another people can't see!
Hi i'm got some problems with network when i shoot a barrel i can see the explosion but another people i means other device is connected of my network can't see that! How can i resolve and i using uLink to implement of my project[IOS] Who have any idea or suggestion please help and this is my code of my barrel
var hp : int = 100; var detonationDelay = 0.0; var explosion : Transform; var deadReplacement : Rigidbody;
function ApplyDamage (info : String[]){ var damage : float= parseFloat(info[0]); // We already have less than 0 hitpoints, maybe we got killed already? if (hp <= 0.0) return;
hp -= damage;
if (hp <= 0.0) {
// Start emitting particles
var emitter : ParticleEmitter = GetComponentInChildren(ParticleEmitter);
if (emitter)
emitter.emit = true;
Invoke("DelayedDetonate", detonationDelay);
}
}
function DelayedDetonate () { BroadcastMessage ("Detonate"); }
function Detonate () { // Destroy ourselves Destroy(gameObject);
// Create the explosion
if (explosion)
Instantiate (explosion, transform.position, transform.rotation);
// If we have a dead barrel then replace ourselves with it!
if (deadReplacement) {
var dead : Rigidbody = Instantiate(deadReplacement, transform.position, transform.rotation);
// For better effect we assign the same velocity to the exploded barrel
dead.rigidbody.velocity = rigidbody.velocity;
dead.angularVelocity = rigidbody.angularVelocity;
}
// If there is a particle emitter stop emitting and detach so it doesnt get destroyed
// right away
var emitter : ParticleEmitter = GetComponentInChildren(ParticleEmitter);
if (emitter) {
emitter.emit = false;
emitter.transform.parent = null;
}
}
// We require the barrel to be a rigidbody, so that it can do nice physics @script RequireComponent (Rigidbody)
sorry, I should have posted the link... http://answers.unity3d.com/questions/166430/when-my-barrel-was-explored-another-network-cant-s.html
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