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Question by GlorifiedPig · Oct 17, 2018 at 11:55 AM · unity 5physicsnetworkingquaternionraycasts

Death handling peculiarly

Hey there, so I have a bomb with an explosion script that's networked, and when the bomb explodes, it sends out a Physics.OverlapSphere and if it detects a player, it kills the player. There are many issues with my killing system, and I am struggling to understand why. These issues include but are not limited to;

  • Deaths not always networking

  • Statistic counters either not going up at all, or sometimes going up too many times

Here's my code for the explosion:

 Collider[] oSphereHits;
             oSphereHits = Physics.OverlapSphere( transform.position, explosionBlockDistance * 3 + 2, ~15 );
            
             List<GameObject> killedPlayers = new List<GameObject>();
  
             for (int i = 0; i < oSphereHits.Length; i++)
             {
                 Collider col = oSphereHits[i];
  
                 RaycastHit hit;
                 if( Physics.Raycast( transform.position, col.transform.position - transform.position, out hit, explosionBlockDistance * 3, ~15 ) ) {
                     if( hit.transform.gameObject.layer == 9 ) {
                         if( !killedPlayers.Contains( hit.transform.gameObject ) ) {
                             killedPlayers.Add( hit.transform.gameObject );
                         }
                     }
                 }
             }
  
             if( killedPlayers.Count > 0 ) {
                 Debug.Log( killedPlayers.Count );
                 foreach( GameObject killedPlayer in killedPlayers ) {
                     killedPlayer.GetComponent<LocalPlayerSetup>().KillPlayer( placedPlayer, killedPlayers.Count );
                 }
             }
  
             placedPlayer.GetComponent<LocalPlayerSetup>().currentBombs -= 1;
             CmdDestroyBomb();


Here's my code for killing the player:

 public void KillPlayer( GameObject killer, int killCount ) {
         playerKiller = killer;
         transform.rotation = Quaternion.Euler( 0, 0, 0 );
         transform.eulerAngles = new Vector3( 0, 0, 0 );
         transform.localEulerAngles = new Vector3( 0, 0, 0 );
  
         if( isLocalPlayer ) {
             StatCallbacks.SetStatistic( "STAT_TOTAL_DEATHS", StatCallbacks.GetStatistic( "STAT_TOTAL_DEATHS" ) + 1 );
         }
  
         if( killer != this.gameObject ) {
             killer.GetComponent<LocalPlayerSetup>().totalKills++;
         }
  
         if( killer == this.gameObject && isLocalPlayer ) {
             StatCallbacks.UnlockAchievement( "ACH_SUICIDE" );
  
             if( killCount > 1 ) {
                 StatCallbacks.UnlockAchievement( "ACH_KAMIKAZE" );
             }
         }
  
         isSpectating = true;
     }


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