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Question by oliver-jones · Nov 09, 2013 at 02:26 PM · networkprojectilesyncmissile

Network - Sync Projectile

Hello,

I have a cube that fires a sphere upward, and then onto a target that the player has aimed at. I'm slowly understanding the foundations of building a networked game (mines LAN).

Anyway, this projectile gets fired by the player:

 function Update(){
 
     if(networkView.isMine){
 
         //Initiate empty missile marker of where player is aiming on map
         var marker = Network.Instantiate(missileMarker, hitMarker.transform.position, hitMarker.transform.rotation, 0);
         
         //Grab the network view of the missile marker
         var markerID = marker.gameObject.GetComponent(NetworkView).viewID;
         networkView.RPC("FireMissile", RPCMode.All, firedFromID, markerID);
     }
 }

The firedFromID is just the networkView.viewID attached to the player.

 @RPC
 function FireMissile(FromViewID : NetworkViewID, ToViewID : NetworkViewID){
 
     var firedFrom = NetworkView.Find(FromViewID).transform;
     var firedAt = NetworkView.Find(ToViewID).transform;
 
     var missile = Instantiate(missilePrefab, missileSlots.position, missileSlots.rotation);
     missile.gameObject.GetComponent(Missile).target = firedAt;
     missile.gameObject.GetComponent(Missile).firedFrom = FromViewID;
 
 }

For some reason, this works on a hit and miss bases. The behaviour is odd mainly on the player whose firing the missiles (instead of the clients viewing it).

For example, if I fire a missile, and then 0.5 seconds later, I fire another one, the first missile will move into the 2nd missiles position, and bounce between these two positions (sometimes anyway). Another issue is that a missile might change its rotation (so its flying sideways) for a few seconds before getting back onto course.

Whats weird though, is that they are Instantiated locally, and flying to a target. So sync shouldn't be an issue. On the missile itself, I have this script:

 function Update(){
 
     if(target && canFace){
 
         var lookPos = target.transform.position - transform.position;
         var rotation = Quaternion.LookRotation(lookPos);
 
         transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * damping);
     }
     
     transform.Translate(Vector3.forward * speed * Time.deltaTime);
 
 }

But again, this is being read locally:

  • Player fires missile.

  • Missile is Remote called to instantiate from given location.

  • Missile is now in local, flying towards target that was network instantiated.

What am I missing here?

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avatar image oliver-jones · Nov 09, 2013 at 02:31 PM 0
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Am I better using a Network.Instantiate for the missile? Or run it remotely?

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