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Question by BartHeq · Mar 22, 2017 at 01:42 PM · multiplayernetworkclientlocalscale

localScale doesn't change on client's computer

In my game, when player shoots, a shot effect (just a semi-transparent cylinder that should mimic railgun effect from Quake games) is created with this code:

 GameObject shotEffect = Instantiate(shotEffectPrefab, (barrelEnd.position + hitInfo.point) / 2, barrelEnd.rotation);
 shotEffect.transform.LookAt(hitInfo.point);
 shotEffect.GetComponent<ShotEffectBehaviour>().Initialize(Vector3.Distance(barrelEnd.position, hitInfo.point) / 2);
 NetworkServer.Spawn(shotEffect);

I use Initialize function to change some things:

 public class ShotEffectBehaviour : NetworkBehaviour {
 
     public float lifeTime = 1f;
     public float width = 0.5f;
 
     public void Initialize(float length)
     {
         transform.parent = null;
         transform.localScale = new Vector3(width, length, width);
         transform.Rotate(90f, 0f, 0f);
         Destroy(gameObject, lifeTime);
     }
 }

It works fine on host computer, but on client's computer localScale does not change. Every line of code is executed with exception of changing localScale of shot effect's transform. Why? I don't use animations here! Please help! Thanks in advance :)

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avatar image BartHeq · Mar 23, 2017 at 04:56 PM 0
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I've seen a lot of questions about localScale in networked games here, all of them unanswered. Does this mean that Unity doesn't let to modify localScale of objects with network transform component?

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