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Question by PRZ3M3K · Jan 08, 2017 at 09:33 AM · unity 5multiplayerparenting

Error with parenting spawned weapon on client side

Hi guys!

After week "having fun" with parenting I gave up. So my game is TPS, where i have two weapons: rifle and pistol. In game player will have option to change it. On the host side everything works beautiful, but on client no :( . Objects, that i spawned, aren't parented. Probably weapon change part also wouldn't going to work.

 using UnityEngine;
 using System.Collections;
 using UnityEngine.Networking;
 public class bodyanimcontroler : NetworkBehaviour {
     Animator animator;
     int indeks;
     float rotation;
     float xRotate;
     public static bool busy = false;
     public static int direction = 1;
     public GameObject secondary;
     public Transform main;
     public GameObject holder;
     GameObject sec;
     GameObject prim;
     public GameObject pist;
     public GameObject rifle;
     // Use this for initialization
    
     void Start ()
     {      
         animator = GetComponent<Animator>();
         Cmdspawngun();
 
     }
     [Command]
     public void Cmdspawngun()
     {
         prim = (GameObject)Instantiate(rifle, holder.transform.position, holder.transform.rotation);
         sec = (GameObject)Instantiate(pist, secondary.transform.position, secondary.transform.rotation);
         prim.transform.SetParent(holder.transform);
         sec.transform.SetParent(secondary.transform);
         NetworkServer.Spawn(sec);
         NetworkServer.Spawn(prim);
     }
     
     // Update is called once per frame
     void Update()
     {
         if (Input.GetKey("r") && busy == false)
         {
             StartCoroutine(Reload());
         }
         xRotate = Input.GetAxis("Mouse Y") * CameraControl.mouseSens;
         float oldrot = rotation;
         rotation = xRotate + rotation;
         if (rotation > -60 && rotation < 60)
         {
             animator.SetFloat("look", rotation);
         }
         else
         {
             rotation = oldrot;
         }
         if (Input.GetButtonDown("Change weapon") && busy == false)
         {
             StartCoroutine(change());
         }
     }
     IEnumerator change()
     {
             busy = true;
             animator.SetFloat("chg", -direction);
             animator.SetTrigger("change");        
             yield return new WaitForSeconds(0.25f);
             if (direction == 1)
             {
                 prim.transform.parent = main.transform;
                 prim.transform.position = main.transform.position;
                 prim.transform.rotation = main.transform.rotation;          
             }
             else
             {
                 sec.transform.parent = secondary.transform;
                 sec.transform.position = secondary.transform.position;
                 sec.transform.rotation = secondary.transform.rotation;
             }
             yield return new WaitForSeconds(0.5f);
             if (direction == 1)
             {
                 sec.transform.parent = holder.transform;
                 sec.transform.position = holder.transform.position;
                 sec.transform.rotation = holder.transform.rotation;
             }
             else
             {
                 prim.transform.parent = holder.transform;
                 prim.transform.position = holder.transform.position;
                 prim.transform.rotation = holder.transform.rotation;
             }
             yield return new WaitForSeconds(0.25f);
             direction *= -1;        
             busy = false;       
     }   
     IEnumerator Reload()
     {
         busy = true;        
         animator.SetTrigger("reload");
         yield return new WaitForSeconds(1.1f);
         busy = false;        
     }
 }

Please help me guys. i haven't any ideas...

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