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Question by luk3b · Feb 24, 2018 at 06:38 AM · errornetworkingmultiplayermultiplayer-networking

Script to face the direction of the mouse only on the LocalPlayer?

So my player controller script works fine on the host side of my multiplayer game, but when I run a build and connect as a seperate client, the client shoots in whatever direction the mouse is according to the host. Here is my script. Also if I remove the Destroy(this); and just leave return; the client is stuck shooting straight up. Any help is appreciated and please let me know if anymore details are required. Error message: Found no behaviour for incoming [Command:InvokeCmdCmdfaceMouse] on Player(Clone) (UnityEngine.GameObject), the server and client should have the same NetworkBehaviour instances [netId=4]. UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate()

 void Start()
 {
     if (!isLocalPlayer)
     {
         Destroy(this);
         return;
     }
     //character base speed
     speed = 50;
     //setting health
     baseHealth = 200;
     //health modifiers here
     health = baseHealth;
     //Get and store a reference to the Rigidbody2D component so that we can access it.
     rb2d = GetComponent<Rigidbody2D>();
 }

 void FixedUpdate()
 {

     Movement();
     playerSlow();
     CmdfaceMouse();
     if (health <= 0)
     {
         RpcRespawn();
     }

 }

 [Command]
 void CmdfaceMouse()
 {
     
     Vector3 mousePosition = Input.mousePosition;
     mousePosition = Camera.main.ScreenToWorldPoint(mousePosition);

     Vector2 direction = new Vector2(
             mousePosition.x - transform.position.x,
             mousePosition.y - transform.position.y);



     firePoint.transform.up = direction;
 }

}

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Answer by meat5000 · Feb 24, 2018 at 06:50 AM

You need the isLocalPlayer tag on the code for the actual direction handling and SyncVar the rotations. Alternatively handle this in a Non-networked script and output the results to a separate Networked and SyncVar'd script. Default behaviour then is to read the rotations from the network unless that object is the local player. https://unity3d.com/learn/tutorials/s/multiplayer-networking


It appears that you are using isLocalPlayer to Destroy the script when not the local player. This causes a difference in the number of existing Networked scripts across the system and the system throws a fit. The number of networked scripts should remain consistent across each device for networked objects.

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