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Question by python01 · Dec 04, 2017 at 12:14 PM · networkingspawnnetwork instantiate

Network Homing Missile

Hi all, Ive been porting a singleplayer project to multiplayer and having some issues with my homing missile. Essentially, the player selects a target gameobject and spawns a "missile" prefab with a simple guidance script (called abilityConstructor) on it controlling its movement. I then set the target parameter in this component and Spawn the prefab in the network. So far ive been attempting this:

 [Command]
     void CmdAttack(GameObject target){
         GameObject newObject = Instantiate (missile, transform.position, transform.rotation);
         newObject.GetComponent<AbilityConstructor> ().target = target;
         NetworkServer.Spawn (newObject);
         RpcAttack (target);
         //abilityManager.targetAbility (target);
     }
 
     [ClientRpc]
     void RpcAttack(GameObject target){
         // What to do here??
     }
 

Ive settled on this approach based on the reading i've done online, however its not really working. On the hosts screen, everything works fine as expected, however on the clients screens the prefab is spawned and remains stationary, with the "target" unassigned (also confirmed by an error message).

what is the best way to approach this functionality, and is any of my code even worthwhile keeping? Many thanks

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