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Question by GWA1824 · May 28, 2019 at 04:44 PM · multiplayerservershootingshooterlan

Spawning a projectile over the server in UNET

I'm currently making a top-down shooter, and I'm having trouble spawning a projectile (the bullet) over the server in Unity Multiplayer.

Right now, I have code working for the player spawning in over the server. Here's the code:

 public class PlayerObj : Mirror.NetworkBehaviour
 {
     public float speed = 10;
     private Rigidbody2D rb;
     private Vector2 moveVelocity;
     private Vector3 currentDirection = Vector3.zero;
     public GameObject PlayerPrefab;
     public Camera myCam;
 
     void Start()
     {
         if (isLocalPlayer)
         {
             CmdSpawnPlayer();
         }
     }
 
     GameObject myPlayer;
 
     [Mirror.Command]
     public void CmdSpawnPlayer()
     {
         GameObject playerObj = Instantiate(PlayerPrefab);
         myPlayer = playerObj;
         Mirror.NetworkServer.SpawnWithClientAuthority(playerObj, connectionToClient);
     }
 }

My player is a prefab, and the player prefab has the weapon attached to it as a child. The weapon object has a script attached to it that shoots the bullets:

 public class Weapon : MonoBehaviour
 {
     public float offset;
     public GameObject projectile;
     public Transform shotPoint;
 
     private float timeBtwShots;
     public float startTimeBtwShots;
 
     private SpriteRenderer mySpriteRenderer;
 
     void Start()
     {
         mySpriteRenderer = GetComponent<SpriteRenderer>();
     }
 
     private void FixedUpdate()
     {
         Vector3 difference = Camera.main.ScreenToWorldPoint(Input.mousePosition) - transform.position;
         float rotZ = Mathf.Atan2(difference.y, difference.x) * Mathf.Rad2Deg;
         gameObject.transform.parent.gameObject.transform.rotation = Quaternion.Euler(0f, 0f, rotZ + offset);
         float x = Input.mousePosition.x;
 
         if (timeBtwShots <= 0)
         {
             if (Input.GetMouseButtonDown(0))
             {
                 gameObject.GetComponent<BulletObj>();
                 Instantiate(projectile, shotPoint.position, transform.rotation);
                 timeBtwShots = startTimeBtwShots;
             }
         }
         else
         {
             timeBtwShots -= Time.deltaTime;
         }
     }
 }

The bullets show up on the shooter's screen, but it doesn't show up on the other player's screen. How do I make it to where the bullets show up on everyone's screen?

Thank you very much for any and all help!

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