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Question by Allicnam · Oct 15, 2015 at 02:50 PM · networkingrigidbody.addforce

update AddForce though Network 5.2

Hello, I am trying to sync bullets and update the function Rigidbody.AddForce through the network in unity 5.2. All items have a their respective components (NetworkIdentities and Rigidbodies). Both the player and the bullet prefabs are in the NetworkManager. The outcome when I run it: in the client when I shoot, the force is added while in other clients, the bullet is only spawned. Could not find the answer anywhere else.

Code Below (this script is in the player object):

alt text

screen-shot-2015-10-15-at-93803-am.png (76.7 kB)
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Answer by Chom1czek · Oct 20, 2015 at 11:53 AM

Haven't tried it on but I think it should work, worth a shot:

 [Command]
 void CmdShot()
 {
   your code but remove last part with rigidbody and add this line:
   RpcAddForceOnAll(bullet);
 }
 
 [ClientRpc]
 void RpcAddForceOnAll(GameObject bullet)
 {
    bullet.GetComponent<Rigidbody>().AddForce(stuff);
 }

Good luck.

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avatar image Allicnam · Oct 20, 2015 at 02:22 PM 0
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It did solve the problem and the Addforce was synched, but it did not work as I expected, since the force would be added initially and if the bullet was moved or affected after that, the position would obviously not update. I'll try to put a network transform in the bullet to see if that solves it.

Thanks for the answer though! It did help me progress =D.

avatar image Chom1czek Allicnam · Oct 20, 2015 at 02:35 PM 0
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Happy to help, I made my own question about it, is it legit way to do it, but still waiting. But if it works I think its a good way :)

avatar image Allicnam Chom1czek · Oct 20, 2015 at 05:48 PM 1
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Well, just to let you know and anyone else watching, after I added the network transform + your code, it worked perfectly. Thanks again =P.

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