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Question by LABoy · Oct 25, 2015 at 05:25 AM · unity 5networkinginstantiatenetwork

Spawn Objects in a Server UNet

So I am working on a multiplayer TPS. Right now I am working on the shooting aspect. Everything is working, the bullets are spawning and everything, but on other clients they don't show up. I have a network identity on the bullet prefab with nothing checked. I also have the bullet prefab in the registered spawnable prefabs list. The problem could be in the shooting script, but I don't know where it would go wrong. Here is the script, using UnityEngine; using UnityEngine.Networking;

public class ShootingScript : NetworkBehaviour {

 public Transform bulletSpawn;
 public Transform raycastStart;
 public Transform aimingPoint;
 public Transform endPos;

 public Rigidbody bullet;
 public float force;
 public float destroySpeed;

 private bool foundHit;
 
 RaycastHit hit;
 public float range;

 void Update ()
 {
     Debug.DrawLine(raycastStart.position, aimingPoint.position);
     Raycasting ();
     EndRaycast ();
     bulletSpawn.LookAt(aimingPoint);
     if(Input.GetButtonDown("Fire1"))
     {
         Shoot ();
     }
 }

 void Raycasting()
 {
     if(Physics.Raycast(raycastStart.position, raycastStart.TransformDirection(Vector3.forward), out hit, range))
     {
         foundHit = true;
         if(foundHit)
         {
             aimingPoint.position = hit.point;
         } 

     } else {
         foundHit = false;
     }
     if(!foundHit)
     {
         aimingPoint.position = endPos.position;
     }
 }

 void Shoot ()
 {

     Rigidbody clone = Instantiate(bullet, bulletSpawn.position, bulletSpawn.rotation) as Rigidbody;
     clone.velocity = bulletSpawn.TransformDirection(Vector3.forward) * force;
     Destroy(clone.gameObject, destroySpeed);

 }

 void EndRaycast ()
 {

     endPos.position = raycastStart.position + raycastStart.TransformDirection(Vector3.forward).normalized * range;

 }

} Now I don't know if I need the NetworkServer.Spawn, but I tried it anyway. The problem with it is the bullet clone is a Rigidbody and not a GameObject. Thanks

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