Raycast Hit on a Server Object?
Basically I have a cube that spawns when the server is created using NetworkServer.SpawnObjects();. The shooting mechanic in my game is used with raycast shooting, but I cannot get it to register that it hit an object that belonged to the server. I seem to be only able to shoot it locally, I also do have a box collider on it, as well as the correct tag. Thanks for the help, and I did already check the unity site to see if I could try to figure out the problem.
 using UnityEngine; using UnityEngine.Networking; using System.Collections; public class shoot : NetworkBehaviour {
     private const string PLAYERTAG = "Player";
     private const string HeadBlock = "HeadBlock";
     private const string BLOCK = "Block";
     public weapon weapon; 
     public BlockPhysics BP;
     public GameObject hitEffect;
 
     [SerializeField]
     private Camera cam;
 
     [SerializeField]
     private LayerMask mask;
 
     // Use this for initialization
     void Start () {
         
         if(cam == null)
         {
             this.enabled = false;
         }
     }
         
 
     // Update is called once per frame
     void Update () {
     
 
 
         if(Input.GetButtonDown("Fire1"))
         {
             CmdShoot();
         }
 
     }
 
     [Command]
     void CmdShoot()
     {
         RaycastHit hit;
 
 
         if(Physics.Raycast(cam.transform.position, cam.transform.forward, out hit, weapon.range, mask ))
         {
             if(hit.collider.tag == PLAYERTAG)
             {
                 CmdPlayerShot(hit.collider.name, weapon.damage);
             }
 
             if (hit.collider.tag == BLOCK) 
             {
                 Debug.Log ("blockShot");
                 CmdblockSot ();
             }
         }
     }
 
 
     void CmdPlayerShot(string _playerID, int _damage)
 
     {
         
         Debug.Log(_playerID + "has been shot");
 
         Player _player = gameManager.GetPlayer(_playerID);
     
         _player.RpcTakeDamage (_damage);
 
     }
 
     [Command]
     void CmdblockSot()
     {
         Debug.Log ("hitBlock");
 
         BP.GetComponent<BlockPhysics> ();
 
         BP.RpcBreakBlock ();
 
     }
 
 
 
 
 }
 
 
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