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Unity Collision Doesn't Work when Two Players Instantiated
I am using Unity3D and I have a problem. I have a script which instantiates the player gameobject once you are connected to the server. I also have an attack script. When there is only 1 player on, everything works fine. When the second player comes on, the attack doesnt work! I did Debug.Log and I found out that when you clicked the other player to attack instead of attacking him, you are attacking the terrain below it. Here is my code. Instantiate Code:
GameObject myPlayer = PhotonNetwork.Instantiate (character, mySpawn.transform.position, mySpawn.transform.rotation, 0) as GameObject;
Attack code:
using UnityEngine;
using System.Collections;
public class SendAttackInfo : Photon.MonoBehaviour
{
public float damage = 100;
// Use this for initialization
void Start()
{
}
void Update()
{
bool RMB = Input.GetMouseButtonDown(0);
if (RMB)
{
RaycastHit hit;
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out hit, 100))
{
Debug.Log("We arm-hit: " + hit.collider.name);
hit.collider.transform.gameObject.GetComponent<PhotonView>().RPC("ApplyDamage", PhotonTargets.AllBuffered, damage);
hit.collider.transform.FindChild("Cube").GetComponent<PhotonView>().RPC("ApplyDamage", PhotonTargets.AllBuffered, damage);
}
}
}
}
Please help!
Answer by kingcoyote · Sep 17, 2015 at 06:12 AM
Did you check your LayerMasks? When you are calling Physics.Raycast you aren't passing the optional LayerMask parameter. It is possible that the player you are targeting is not on one of the valid default layers. The documentation for Raycast doesn't give details on what the valid layers are, and I don't have Unity up at the moment, but it is something to look into.
I made an update to my code to check Layer$$anonymous$$asks but it still didn't work. Thanks anyways.
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