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Question by Mr-Muffles · Feb 18, 2016 at 01:10 AM · networkingspells

Owner of a Networked Object?

Hi All,

The example spell I'm working with currently is a bouncing bomb; the object has physics and a rigidbody and bounces around until its animation is complete, then detonates and destroys itself.

When I instantiate and networkserver.spawn this object, it looks nice on the host but choppy on the clients (although syncing correctly). I'd like to lerp the movement of this object, but cannot seem to wrap my head around the owner of this object. I need the server to sync the object's true position with the clients so that they can lerp toward it. However, the server doesn't seem to own this spell, or at least the isServer flag is never true on this object's script. Even when I comment out the NetworkServer.Spawn(spellClone) line, the object that appears on the host has no owner and the isServer flag is false.

EDIT: Actually, it appears that all instances of this object have isServer and isClient = true. So how do I tell them apart? Every object I spawn belongs to everything instead of what I originally thought, nothing.

In short, the question is how do I go about setting this spell up so that I can sync the "master" position up with the clients? Do I have the correct network setup? How do I get this spell object out of "limbo"?

Thanks in advance, Mr.Muffles

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