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Question by miyoku · Apr 24 at 02:23 PM · networkinginstantiate prefab

Networking bad mouseposition for client

Hi, To put the context, i'm on a 2D unity project. And i have currently a very simple project. My project can host and be join by a player. For each player there is a player prefab which is spawn. Each player can shoot little projectiletoward the mouse cursor. But when i shoot a projectile, the host shoot correctly but the client doesn't aim in the good direction and i can't understand why. I'm working with the netcode manager.

Here is the code for the player

 public class Player : NetworkBehaviour
     {
         [SerializeField]
         public GameObject Projectile;
         public NetworkVariable<FixedString64Bytes> PlayerName = new NetworkVariable<FixedString64Bytes>("Test");
         public NetworkVariable<float> Health = new NetworkVariable<float>(100);
        void Update()
         {
             if (!IsLocalPlayer)
                 return;
             var x = Input.GetAxis("Horizontal")*0.1f;
             var y = Input.GetAxis("Vertical")*0.1f;
 
             transform.Translate(x, y, 0);
             if(Input.GetButtonDown("Fire1"))
                 if(IsServer)
                 {
                     Shoot();
                 }
                 else
                 {
                     ShootServerRpc();
                 }
         }
         [ServerRpc]
         void ShootServerRpc()
         {
             Shoot();
         }
         void Shoot()
         {
             Vector3 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
             GameObject go = Instantiate(Projectile, transform.position, Quaternion.LookRotation(Vector3.forward, mousePos - transform.position));
             go.GetComponent<NetworkObject>().Spawn();
         }
     }

And the code for the projectile :

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Projectile : MonoBehaviour
 {
     float velocity = 10f;
     void Update()
     {
         transform.Translate(Vector3.up * Time.deltaTime * velocity);
     }
 }


Do you have any idea what am i doing wrong? Thanks for your answer.

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Answer by miyoku · Apr 25 at 12:18 AM

Hi,

I've finally found my trouble. I need to calculate the rotation and position outside the ServerRPC function. Otherwise, it takes only the mouseposition of the server. Even if a client call it.

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