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Question by amongussussyxdxdowo · May 23 at 10:45 AM · photonmultiplayer-networkingsyncpungrappling gun

Sync the Dani Grappling Hook

Hello, I'm using the grappling hook code from Dani's tutorial, and I can't find a way to make the grappling hook sync across a multiplayer game in PHOTON. When i try it, on the other players screen, the player that grapples falls.

Here's a video of it: https://www.youtube.com/watch?v=HOlOGYadjog

Heres the code: using System.Collections; using System.Collections.Generic; using UnityEngine;

public class GrapplingGun : MonoBehaviour {

 private LineRenderer lr;
 private Vector3 grapplePoint;
 public LayerMask whatIsGrappleable;
 public Transform gunTip, camera, player;
 private float maxDistance = 100f;
 private SpringJoint joint;

 void Awake() {
     lr = GetComponent<LineRenderer>();
 }

 void Update() {
     if (Input.GetMouseButtonDown(1)) {
         StartGrapple();
     }
     else if (Input.GetMouseButtonUp(1)) {
         StopGrapple();
     }
 }

 //Called after Update
 void LateUpdate() {
     DrawRope();
 }

 /// <summary>
 /// Call whenever we want to start a grapple
 /// </summary>
 void StartGrapple() {
     RaycastHit hit;
     if (Physics.Raycast(camera.position, camera.forward, out hit, maxDistance, whatIsGrappleable)) {
         grapplePoint = hit.point;
         joint = player.gameObject.AddComponent<SpringJoint>();
         joint.autoConfigureConnectedAnchor = false;
         joint.connectedAnchor = grapplePoint;

         float distanceFromPoint = Vector3.Distance(player.position, grapplePoint);

         //The distance grapple will try to keep from grapple point. 
         joint.maxDistance = distanceFromPoint * 0f;
         joint.minDistance = distanceFromPoint * 0;

         //Adjust these values to fit your game.
         joint.spring = 4.5f;
         joint.damper = 7f;
         joint.massScale = 4.5f;

         lr.positionCount = 2;
         currentGrapplePosition = gunTip.position;
     }
 }


 /// <summary>
 /// Call whenever we want to stop a grapple
 /// </summary>
 void StopGrapple() {
     lr.positionCount = 0;
     Destroy(joint);
 }

 private Vector3 currentGrapplePosition;
 
 void DrawRope() {
     //If not grappling, don't draw rope
     if (!joint) return;

     currentGrapplePosition = Vector3.Lerp(currentGrapplePosition, grapplePoint, Time.deltaTime * 8f);
     
     lr.SetPosition(0, gunTip.position);
     lr.SetPosition(1, currentGrapplePosition);
 }

 public bool IsGrappling() {
     return joint != null;
 }

 public Vector3 GetGrapplePoint() {
     return grapplePoint;
 }

}

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