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Question by nickostan · Aug 27, 2017 at 02:49 PM · 2dnetworkingsprite2d-platformersprites

Flipping Sprite on Client/Over Network

Hi,

I'm trying to get a pretty simple thing working -- I have a networked game with a host and a client both connected. Each player can move independently (it is a 2D sidescroller/platformer), but when the client presses A or D to flip its sprite, nothing happens. The host can flip just fine, but the client cannot. I have been stuck on this for weeks now and cant figure out what is going on. Any help is appreciated. Basically the question is:

How can I get the client's sprite to flip on the server/host? Right now the host doesn't see the client's sprite flip.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.Networking;
 
 public class CharController : NetworkBehaviour {
 
     //Movement variables
     [SyncVar (hook = "CmdFlipSprite")]
     public bool isFacingRight = true;
 
 void Update()
     {
         //Only process input from local player
         if (!isLocalPlayer || isDead)
         {
             return;
         }
 
         if (Input.GetKeyDown(KeyCode.D) && !isFacingRight)
         {
             isFacingRight = true;
         }
         if (Input.GetKeyDown(KeyCode.A) && isFacingRight)
         {
             isFacingRight = false;
         }
         
         if (Input.GetKeyDown(KeyCode.Space) && IsGrounded()) //&& IsGrounded()
         {
             CmdJump();
         }
         
     }
 
     void CmdFlipSprite(bool flip)
     {
         //transform.localScale = new Vector2(transform.localScale.x * -1, transform.localScale.y);
         sr.flipX = flip;
     }
 
 }

A lot of code is truncated for simplicity purposes.

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