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Question by Keyfingrs · Aug 24, 2014 at 01:37 AM · errorphysicsinstantiatephoton

Instantiating Rigidbodies on PhotonNetwork? Am I doing it wrong?

I've been working on a small multiplayer project with a friend, and I am attempting to create a script that will handle instantiating thrown objects, like grenades or other objects, using PhotonNetwork.Instantiate in C#. I keep receiving an error that says;

"Error CS0029: Cannot implicitly convert type 'UnityEngine.GameObject' to 'UnityEngine.Rigidbody'"

This makes sense to me, but the problem comes along when I review the code, just saying I am a bit new to C# with Unity so I need some help figuring out why this is wrong:

void throwObject () {

     // throws the specified object. (Needs to be a rigidbody)
     Rigidbody objectToThrow;
     objectToThrow = PhotonNetwork.Instantiate( selectedObject, transform.position, transform.rotation, 0 ) ;
     objectToThrow.velocity = transform.TransformDirection(Vector3.forward * throwForce);
     
 }

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Answer by Jeff00001 · Nov 30, 2014 at 04:09 PM

 public Rigidbody Missile;
 public float MissileForce = 5500.0f;
 public AudioClip MissileSound;

 void ShootMissile()
 {
     if(missilecooldown > 0) {
         return;
     }

     //Debug.Log ("Firing our Missiles!");

     GetComponent<PhotonView>().RPC ("MissileActive", PhotonTargets.All);
     missilecooldown = missilefireRate;
     audio.PlayOneShot(MissileSound);

 }

 [RPC]
 private void MissileActive()
 {

     Rigidbody clone;
     clone = Instantiate(Missile, Gun.position, Gun.rotation) as Rigidbody;
     clone.rigidbody.AddForce(transform.forward * MissileForce);


 }



Hope this example helps.

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avatar image purpl3grape · Jul 03, 2016 at 04:49 PM 0
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What's the reasoning for adding the force in the RPC call, as opposed to each instantiated projectile having a script to move it. - All clients would run the same thing once the instantiation is synchronized.

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