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Question by datmos · Apr 02, 2018 at 10:42 AM · networkingmultiplayerpickupitem

uNet, doubt Pickup and drop objects

Hi there! I'm learning uNet, and i'm trying to do the next:

2 players on a scene (player1 and player2) and one item spawned on the floor.
Player1 pickup the item (and change values like parent, position and so, in both the localplayer and the server).

But what to do with Player2 (on localplayer)? Destroy(item) or just disable it? I don't know.

if i Destroy the item on Player2, and Player1 boost the item with +10 of power, then if i Player1 drop the item to the floor (for every player), i can't call ClientRpc to instantiate because Rpc on Player2 does not receive the GameObject to instantiate.

I'm really confused with t$$anonymous$$s situations, i'm trying to understand the correct way to synchronize Pickup and Drop actions with items that can be boosted or modified (so there is no a base prefab to instantiate). I've been trying t$$anonymous$$s for several days with different combinations and I can not solve it.

For example, when a player pickup an item, what the others players should do? Destroy it because there is no need to know where t$$anonymous$$s item is for them. Or just disable the game object? T$$anonymous$$s last one sounds difficult because every client will know where is every item in game (even if the gameobjects are disabled).

Someone can bring me light please, i'm really confused.

Thanks!

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