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Question by Spacejet13 · May 24, 2018 at 11:31 PM · gameobjectmultiplayerfpsdisableshield

Shield for player in multiplayer fps malfunctioning

ok, so I have a gameobject on my player prefab i have to disable to disable my shield. It gets activated at start and disabled if you move or shoot. anything I try is resulting in undesirable behaviour. If a player shoots or moves, every player's shields get disabled, but that is not synced ,i.e, I have to shoot from a players and it will disable shields on only that client. For it to be shown on other clients i will have to move and shoot in that client too. I want it to disable only the local player's shield but it is not working. code :


 using System.Collections;
 using UnityEngine;
 using UnityEngine.Networking;
 
 public class PlayerShield : NetworkBehaviour {
 
     public GameObject shield;
 
     private float Duration = 20.0f;
 
     public static bool active = false;
     private bool doOnce = true;
 
     private void Start()
     {
         if (!active)
         {
             Disabler();
         }
     }
 
     private void Update()
     {
         if (doOnce)
         {
             if (active)
             {
                 StopCoroutine(DisableCollider());
 
                 Duration = 0.0f;
 
                 Disabler();
 
                 doOnce = false;
             }
         }
     }
 
     [Client]
     public void Shield(float _time)
     {
         Duration = _time;
         Disabler();
     }
 
     void Disabler()
     {
         StartCoroutine(DisableCollider());
     }
 
     IEnumerator DisableCollider()
     {
         yield return new WaitForSeconds(Duration);
         shield.SetActive(false);
     }
 }

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avatar image NoDumbQuestion · May 25, 2018 at 03:34 AM 2
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Because your code didnt check other player shield is belong the them.

Check if player belong this Client or This Player, then active shield otherwise return null.

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