• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
1
Question by cristi191096 · Oct 22, 2017 at 10:29 PM · c#networkingmultiplayermultiplayer-networkingnetwork instantiate

Clients can't spawn bullets, but the server does

Hi all,

I'm trying to develop a multiplayer project and I have a problem with spawning GameObjects on client. Here is the code I use: using System; using System.Collections; using UnityEngine; using UnityEngine.Networking;

 public class WeaponController : NetworkBehaviour
 {
     [SerializeField] private GameObject firePosition;
     [SerializeField] private ShotEffectsManager[] laserGuns;
     [SerializeField] private ShotEffectsManager rocketLauncher;
 
     float nextFire;
     float nextEffectFire;
     float nextRocketFire;
     private bool canShoot;
      bool laserShot = false;
      bool rocketLaunched = false;
 
     void Start()
     {
         for(int i =0; i < laserGuns.Length; i++)
         {
             laserGuns[i].Initialize();
           }
         rocketLauncher.Initialize();

         if (isLocalPlayer)
             canShoot = true;
     }
 
     void Update()
     {
         if (!canShoot)
             return;

         if (Input.GetButton("Fire1") && Time.time > nextFire)
         {
             nextFire = Time.time + laserGuns[0].fireRate;
             laserShot = true;
             rocketLaunched = false;
             CmdProcessShotEffects();
         }
         if (Input.GetButton("Jump"))
         {
             rocketLaunched = true;
             laserShot = false;
             CmdProcessShotEffects();
         }
     }
  
     [Command]
     void CmdProcessShotEffects()
     {
         if (!NetworkServer.active)
         {
             Debug.Log("SERVER IS NOT ACTIVE!!");
             return;
         }
         else
         {
             Debug.Log("Server Active.");
         }
 
         if (laserShot)
         {
             if (Time.time > nextEffectFire)
             {
                 nextEffectFire = Time.time + laserGuns[0].fireRate;
                 for (int i = 0; i < laserGuns.Length; i++)
                 {
                     Debug.Log("Before instantiating");
                     laserGuns[i].SetShotEffects();
                     GameObject go = Instantiate(laserGuns[i].ammoPrefab, laserGuns[i].transform.position, laserGuns[i].transform.rotation) as GameObject;
                     Debug.Log("Laser: " + go);
                     NetworkServer.Spawn(go);
                     Debug.Log("Networked Spawned");
 
                 }
             }
         }
 
         if (rocketLaunched)
         {
             rocketLauncher.SetShotEffects();
             if (Time.time > nextRocketFire)
             {
                 nextRocketFire = Time.time + rocketLauncher.fireRate;
                 Debug.Log("Before instantiating Rocket");
                 GameObject instance = Instantiate(rocketLauncher.ammoPrefab, rocketLauncher.transform.position, rocketLauncher.transform.rotation) as GameObject;
                 Debug.Log("Rocket: " + instance);
                 NetworkServer.Spawn(instance);
                 Debug.Log("Networked Spawned Rocket");
             }
         }
     }
 }

I've watched tutorials and added a lot of Debug.Logs in order to see what's happening there and it seems that CmdProcessShotEffects() is never called on clients I think. Everything is done right: both laser and rocket prefabs are spawnable prefabs in the NetworkManager and both have NetworkIdentity and NetworkTransform components.

I also have an unusual warning that sais:
" Did not find target for sync message for 14 //This number is different every time I shoot UnityEngine.Networking.NetworkIdentity: UNetStaticUpdate() "

And I don't know what it means.

Can anyone help me understand this issue, please?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by Slastraf · May 29, 2018 at 10:48 AM

have you found a clue ? I have the same problem...

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image cristi191096 · Jun 03, 2018 at 01:59 PM 0
Share

Hi,

Well.. it's been a long time. I have changed some things, but I don't say it's the best way to fix the problem.

   void Update()
     {
         if (!canShoot)
             return;
 
         
         if (Input.GetButton("Fire1") && Time.time > nextFire && ammo$$anonymous$$anager.laserInUse.GetQuantity()  > 0)
         {
             nextFire = Time.time + laserGuns[0].fireRate;
             
             CmdProcessShotEffects();
             PlayerCanvas.canvas.UpdateLaserAmuont(ammo$$anonymous$$anager.laserInUse.GetQuantity(), 5000);
         }
 
         if (Input.GetButton("Jump") && ammo$$anonymous$$anager.rocketInUse.GetQuantity() > 0)
         {
             CmdProcessRocketEffect();
             PlayerCanvas.canvas.UpdateRocketAmuont(ammo$$anonymous$$anager.rocketInUse.GetQuantity(), 100);
 
         }
     }
 
 
 
     [Command]
     void CmdProcessShotEffects()
     {
         RpcProcessShotEffects();
     }
 
     [ClientRpc]
     void RpcProcessShotEffects()
     {
         Debug.Log("Process ShotEffects");
         for (int i = 0; i < laserGuns.Length; i++)
         {
             laserGuns[i].SetShotEffects();
             GameObject go = Instantiate(laserGuns[i].ammoPrefab, laserGuns[i].transform.position, laserGuns[i].transform.rotation) as GameObject;
             DestroyAmmo d = go.GetComponent<DestroyAmmo>();
             d.playerThatShot = ammo$$anonymous$$anager;
         }
       //  ammo$$anonymous$$anager.laserInUse.UseAmmo(laserAmount);
     }
 
     [Command]
     void CmdProcessRocketEffect()
     {
         RpcProcessRocketEffect();
     }
 
     [ClientRpc]
     void RpcProcessRocketEffect()
     {
         if (Time.time > nextRocketFire)
         {
             rocketLauncher.SetShotEffects();
             Debug.Log("C$$anonymous$$D+RPC Rocket");
             nextRocketFire = Time.time + rocketLauncher.fireRate;
 
             GameObject instance = Instantiate(rocketLauncher.ammoPrefab, rocketLauncher.transform.position, rocketLauncher.transform.rotation) as GameObject;
             DestroyAmmo d = instance.GetComponent<DestroyAmmo>();
             d.playerThatShot = ammo$$anonymous$$anager;
      
 
 
         }
 
 
     }


You can get around with this. Hope you find something. Good luck!

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

446 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Problems with Scene Change networking Unet 0 Answers

send data from client to local server 0 Answers

UNET Multiplayer Lobby not creating an instance of the lobby player 1 Answer

Loading spawned prefabs upon connecting to server? 1 Answer

Player object on host can interact with objects, client players cannot. 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges