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Question by DonDeer · Mar 06, 2014 at 02:58 PM · instantiatenetworksyncnetworkview

[FIXED] Sync crate position over network

So I'm making a Multiplayer FPS, but I want the players to be able to remove cover (crates) by shooting at the crates. I've tried the simple Network View, but that doesn't work. My shooting system is the simple instantiate, with the rigidbody.addforce. I thought about just making a Network.instatiate, so that it instatiate the bullets on all clients.

But is there a way to make it sync the crates position and rotation if there is a change in their position and rotation?

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avatar image fifthknotch · Mar 06, 2014 at 03:30 PM 0
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networkView should work just fine. $$anonymous$$ake sure it is set the track the crates transform, and have it send data either reliable or unreliable - NOT off. Also how are you testing. If you are running both on the same computer. $$anonymous$$ake sure your project runs in background. Edit->Project Settings->Player. Check run in background

avatar image DonDeer · Mar 08, 2014 at 04:43 PM 0
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I have set it to run In background, the networkView was also set to the transform + not off. The networkView normally only work when a script changes its position, not the rigidbody.

avatar image fifthknotch · Mar 08, 2014 at 04:54 PM 1
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No, the networkView will sync its current transform over all connected instances of the game. You must have something setup wrong... Are the crates being instantiated by the network?

avatar image DonDeer · Mar 11, 2014 at 05:41 PM 0
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They are already in the scene.

avatar image DonDeer · Mar 11, 2014 at 05:50 PM 0
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I found out

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