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Question by Wejrox · Jun 23, 2016 at 12:56 AM · networkinginstantiatedestroyspawningclient

[UNET] Spawn object on server BUT delete on your client

I have a Game Object that I instantiate on a client and spawn on the server.
Is there a way to then immediately remove it from the client that spawned it?
I have tried using 'Destroy()' but it seems to destroy it from the networked clients (which is weird)

If i try disabling the attached renderers to make it 'invisible', it still appears:
alt text

Here is the code that accesses the object:

 [Command]
     void CmdMuzzleFlashing()
     {
         Transform networkFlash = null;
         // Network flash
         networkFlash = Instantiate(muzzleFlash, flashPointNetwork.transform.position, flashPointNetwork.transform.rotation) as Transform;
         networkFlash.name = "Network Flash";
         // Spawn networked flash (local one is only for local)
         networkFlash.GetComponent<ServerSpawnObject>().SpawnObject(networkFlash, "Network Flash");
         // Disable the network flash components
         if (gun.isRaycast)
             ClientDisableFlash(networkFlash); // Disables the flash on the client
     }

ServerSpawnObject.SpawnObject() just parents the flash to the first parameter, then renames to second, and finally runs NetworkServer.Spawn().

ClientDisableFlash:

 [Client]
     void ClientDisableFlash(Transform networkFlash)
     {
         networkFlash.gameObject.GetComponent<EllipsoidParticleEmitter>().enabled = false;
         networkFlash.gameObject.GetComponent<ParticleRenderer>().enabled = false;
     }


Any help would be greatly appreciated!
Thanks!

networkflashvisible.png (404.2 kB)
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Answer by ykaradayi · Oct 11, 2017 at 06:11 AM

Did you ever figure this out? I'm trying to solve the same exact problem now..!

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