Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by blasse · Jun 18, 2015 at 07:08 PM · networkingspawnprojectileclient-serverignorecollision

Setting IgnoreCollision on Network spawned objects. (Unet)

I'm using the new Unet and got some problems with the NetworkServer.spawn method and collisions.

 [Command]
 public void CmdSpawnProjectile(Vector2 position, Vector2 direction) {
     GameObject proj = (GameObject) Instantiate(projectile, position, Quaternion.identity);
     Physics2D.IgnoreCollision(proj.GetComponent<Collider2D>(), GetComponent<Collider2D>());
     proj.GetComponent<Rigidbody2D>().velocity = direction * force;
     Destroy(proj, 2f);
     NetworkServer.Spawn(proj);
 }

The ignore collision works fine on the host as expected. But that won't apply to the other clients which ofc is logical. The question is how to apply the Physics2D.IgnoreCollision on the clients as well. Everything works perfectly except the projectiles spawned on the clients collides with the player who spawns them.

(Simply spawning the projectiles outside the collision of the spawner is not a option.)

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by blasse · Jun 19, 2015 at 03:56 AM

My solution after some diving into the API was:

------- Projectile class -------

 [SyncVar]
 public NetworkInstanceId spawnedBy;


 // Set collider for all clients.
 public override void OnStartClient() {
     GameObject obj = ClientScene.FindLocalObject(spawnedBy);
     Physics2D.IgnoreCollision(GetComponent<Collider2D>(), obj.GetComponent<Collider2D>());
 }

------- Spawner class -------

     [Command]
 public void CmdSpawnProjectile(Vector2 position, Vector2 direction, NetworkInstanceId netId) {
     GameObject proj = (GameObject) MonoBehaviour.Instantiate(projectile, position, Quaternion.identity);
     proj.GetComponent<Rigidbody2D>().velocity = direction * force;
     proj.GetComponent<Projectile>().spawnedBy = netId;
     NetworkServer.Spawn(proj);
 }
Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
0

Answer by seanr · Jun 18, 2015 at 09:44 PM

set it in OnStartClient() on a NetworkBehaviour script on the projectile

Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image blasse · Jun 18, 2015 at 10:37 PM 0
Share

Where to set the collider was not really the problem. The tricky part was getting hold of the spawners collider in the projectile class after the spawn call in the spawner.

avatar image sadeep · Sep 30, 2018 at 11:07 AM 0
Share

@blasse that indeed is the tricky part, how did you solve that?

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

How to avoid spawn delay on client? 0 Answers

Networking bullet spawning issues between Host/Client 0 Answers

Since switching to using offline & online scenes in the NetworkManager, Clients will not sync (UNET) 0 Answers

Doubt about how to sync in multiplayer 1 Answer

Spaw dynamic (unregistered) object on network (UNET) 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges