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Question by peraphat · Mar 08, 2018 at 05:58 PM · networkinginstantiatenetworkclienthost

Client's object spawn position and rotation network bug?

After hours of testing and experimenting, I am sure that my bullet won't spawn at the position and rotation of my bullet spawn game BUT not as a host. What happens is if Player click to shoot then Bullet spawn from game object "BulletSpawn" with position and rotation of the BulletSpawn and the game is a first person with mouse look so that when I look left right up or down the BulletSpawn will look there so bullets will go straight at the center of the screen. But the problem is that if i am a client the bullets somehow managed to spawn but not in the position and rotation of the BulletSpawn even the BulletSpawn rotated. This doesn't happen if I spawn as the host for some reason. Here is my code

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

using UnityEngine.Networking;

public class ShootBullet : NetworkBehaviour {

 public GameObject Bullet;
 public Transform BulletSpawn;

 // Use this for initialization
 void Start () {

 }
 
 // Update is called once per frame
 void Update () {
     if (!isLocalPlayer) {
         GetComponent<ShootBullet> ().enabled = false;

     }

     if (Input.GetButtonDown ("Fire1")) {
         CmdFire ();
         Debug.Log("Shooting");
     }
 
     }
 [Command]
 void CmdFire () {

         Debug.Log("Shot");

     GameObject bullet = (GameObject)Instantiate (Bullet, BulletSpawn.position, BulletSpawn.rotation);

         bullet.GetComponent<Rigidbody> ().velocity = bullet.transform.forward * 10.0f;

         NetworkServer.Spawn(bullet);

 }

}

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