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Question by BenEdge18 · Dec 21, 2018 at 09:58 PM · 2 player

Host wont take dmg!!,Strugling to get the Host Sync Var to Scyn to clients

Using a take Damage function and the Host doesnt take dmg any help?

//Adapted https://unity3d.com/learn/tutorials/topics/multiplayer-networking/networking-player-health?playlist=29690

 public const int maxHealth = 100;
 public GameObject SpectateCam;
 //public GameObject SpectateSystem;

 [SyncVar(hook = "OnChangeHealth")]
 public int currentHealth = maxHealth;
 public RectTransform healthBar;


 public override void OnStartClient()
 {

     // Create a temporary reference to the current scene.
     Scene currentScene = SceneManager.GetActiveScene();

     // Retrieve the name of this scene.
     string sceneName = currentScene.name;


     if (sceneName == "SN_Battle_Royale")
     {
         SpectateCam.transform.position = new Vector3 (216,140,221);
         SpectateCam.transform.parent = null;
     }


     //SpectateCam.transform.parent = null;
     //SpectateCam.transform.position = SpectateSystem.transform.position;
 }

 public void TakeDamage(int amount)
 {
     if (!isServer)
     {
         currentHealth -= amount;

         if (currentHealth <= 0)
         {
             // called on the Server, but invoked on the Clients
             Death();
         }
     }
     else
     {
         Cmd_Dmg(amount);
     }
     
     
 }


 [Command]
 void Cmd_Dmg(int dmg)
 {
     Rpc_CurrentHP(dmg);
     currentHealth -= dmg;

 }

 [ClientRpc]
 void Rpc_CurrentHP(int dmg)
 {
     currentHealth -= dmg;

     if (currentHealth <= 0)
     {
         // called on the Server, but invoked on the Clients
         Death();
     }

 }
 private void OnCollisionEnter(Collision collision)
 {
     if (collision.gameObject.name =="Water4Simple")
     {
         Death();
         
     }
 }

 void OnChangeHealth(int health)
 {
     healthBar.sizeDelta = new Vector2(health, healthBar.sizeDelta.y);
     Cmd_Dmg(currentHealth);
 }

 void Death()
 {
     if (isLocalPlayer)
     {
         SpectateCam.SetActive(true);
     }
     
     //gameObject.GetComponent<SCR_Axe_Throwing>().playersdead++;
     gameObject.SetActive(false);
     gameObject.GetComponent<Animator>().enabled = false;
     gameObject.GetComponent<NetworkAnimator>().enabled = false;
 }

}

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