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avatar image
Question by Tathorpe89 · Jul 12, 2016 at 08:26 AM · c#networkingspawnserversynchronization

Netcode [Command] Issues .. no errors, just not working.

So I have my controller on my Player.prefab that handles input:

 //Fire Active Weapon
         if (Input.GetMouseButton(0) && GetComponentInC$$anonymous$$ldren<Rifle>())
         {
             GetComponentInC$$anonymous$$ldren<Rifle>().CmdFire();
         }

and inside my Rifle.cs attached to the weapon prefab (c$$anonymous$$ld of Player.prefab) looks like t$$anonymous$$s:

 [Command]
         public void CmdFire()
         {    
             Debug.Log("Fire");
             Vector3 randomVec = new Vector3(Random.Range(-timeHeld, timeHeld), Random.Range(-timeHeld, timeHeld), 0f);
             GameObject bul = Instantiate(Bullet, bulletSpawn.position, bulletSpawn.rotation) as GameObject;
             bul.transform.Rotate(randomVec);
             bul.GetComponent<Rigidbody>().velocity = bul.transform.forward * 1000;
             NetworkServer.Spawn(bul);
         }

When I run both client and host standalone instances of my game, CmdFire() is never getting called on either. Not getting any runtime errors, just zero response to my mouse clicks.

Is there somet$$anonymous$$ng preventing my Player from telling the Rifle to fire?

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avatar image Tathorpe89 · Jul 11, 2016 at 08:04 AM 0
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Since my Rifle is a child of my Player.prefab, does it need special Network components or settings?

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Answer by NFMynster · Aug 25, 2016 at 04:55 PM

Have you registered the bullet prefab in the spawnable prefabs in the network manager?

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