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Question by RarePika · Jul 04, 2020 at 07:10 AM · physicsmultiplayerserverforceclient

Forces only working for host [Multiplayer]

Hello. I am new to programming and am making a simple game where you can move a cube around by using forces. How it works is that when you press W, A, S, or D, it adds a force to a cube that moves it in it's appropriate direction. Simple. I am experimenting with adding online multiplayer using UNet, but I'm having a problem. While the host can move their cube just fine, the client can't move the cube at all. It seems to be a problem with the Forces themselves. To test this, I wrote a very simple script.

 using UnityEngine;
 using UnityEngine.Networking;
 
 public class Test : NetworkBehaviour
 {
     public Rigidbody rb;
 
     // Update is called once per frame
     void Update()
     {
         if (isLocalPlayer)
         {
             rb.AddForce(10, 0, 0);
         }
         
     }
 }

Trying it out, when the Host starts the game, the cube is immediately launched into the distance. But when a client connects and the second cube spawns in, it doesn't move at all. Even though they are using the same code. Please help me with this. Thank you.

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Answer by olejuer · Jul 04, 2020 at 08:56 AM

Apparently, isLocalPlayer is false in the second case. This is given by how you spawn the cube. Is it the player prefab or do you instantiate it with some script? I have not been working with UNet for a while, but are there not flags to give authority to the client or keep it for the server? I mean in the inspector of the NetBehaviour script. Multiplayer is always hard. Your approach with a simple test script is a very good idea.

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Answer by RarePika · Jul 08, 2020 at 07:56 AM

@olejuer I checked Player Authority and it works now! Thanks for your help!

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