Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 14 Next capture
2021 2022 2023
2 captures
13 Jun 22 - 14 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 Heffalus · Mar 15, 2015 at 01:41 PM · c#instantiatephotonaddforcearrow

Photon instantiate and addforce to arrow

I have a third person character, with a child object calle ArrowSpawn. It holds the position of where the arrow should spawn when instantiated. Currently its working fine in singleplayer, but in multiplayer it doesnt work. The arrow is spawned twice, one of the arrows disappear right away and the other falls to the ground.

This is the code i use:

         [RPC]
             public void LooseArrow(){
                 GameObject arrowclone; // the prefab of the arrow
                 arrowclone = PhotonNetwork.Instantiate (transform.GetComponent<tpAnimator>()
     .arrow.name, GetComponent<tpAnimator>().arrowPosition.transform.position, GetComponent<tpAnimator>().
 arrowPosition.transform.rotation , 0); // ArrowPosition is the gameobject holding the spawn location and rotation, its located at the right hand bone.
                 Vector3 direction = (GetComponent<CrosshairAim>().test - GetComponent<tpAnimator>().arrowPosition.transform.position).normalized; // sets the direction from spawnpoint towards crosshair.
                 arrowclone.GetComponent<Rigidbody>().AddForce (direction * 300);
             }



Comment
Add comment · Show 2
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 siaran · Mar 15, 2015 at 06:15 PM 0
Share

I think your problem is that you are getting values using GetComponent in your RPC method. Ins$$anonymous$$d, pass those values to your RPC method when you call it. It's been a while since I did any networking though, so I might be wrong. (Your method is also really hard to read like this, so even if that's not actually the problem it's probably a good idea to do anyway).

avatar image Heffalus · Mar 15, 2015 at 11:06 PM 0
Share

hm, i tried to pass in the values like you said but no change, thanks for reply tho. Formatted the code a little in my script so its a little easier to read, will update here when i get home tomorrow.

0 Replies

· Add your reply
  • Sort: 

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

21 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Multiple Cars not working 1 Answer

Jump Force gets added up with repeated input and causes character to fly off 0 Answers

Random instantiate at same frame with each instantiate having unique random direction 1 Answer

Increase force/size the longer input has been held down. 2 Answers

Projectile not moving properly in top down 2d shooter 2 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