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Question by Inis · Jun 29, 2016 at 05:43 PM · c#gameobjectnetworkingnetworkcommand

Non player objects movements are not syncronized on server

Hi everyone I'am struggling with t$$anonymous$$s problem from a very long time.

I have a scene object (a cube) that can be moved by the client. The problem is that its movements are not seen on server.

The cube has a network identity and network transform component. To sync its movements i'am using [command] (based on the example I found here http://docs.unity3d.com/ScriptReference/Networking.CommandAttribute.html).

I've found out that the problem is that, the statement:

if (NetworkServer.active)

is never true.

Could anyone help me please? Thank you so much

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avatar image EDevJogos · Jun 29, 2016 at 08:26 PM 0
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Not sure what you were trying to achieve with if (NetworkServer.active) but my guess is that should be Network.isServer.

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