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Question by Atiyeh123 · Sep 07, 2018 at 12:43 PM · multiplayerlocallanauthoritative

Adding Client Authority to non spawned objects?

Hi there, I have bunch of ammos in my editor scene that inherite NetworkBehaviours , also localplayerauthority check boxes are marked .I don't spawn them in runtime ( i active or deactive them for better performance).I want to call a command from them but their islocalplayer's are always false. I cant do

  GetComponent<NetworkIdentity>().AssignClientAuthority(GetComponent<NetworkIdentity>().connectionToClient);

too because it can't execute on client. my code is here:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.Networking;
 public class PlanetOrbitTime : NetworkBehaviour
 {
     [SerializeField]
     private Sprite[] orbitSprites;
     private SpriteRenderer sr;
     int currentIndex;
     bool firstInitialize = false;
     private void Awake()
     {
         orbitSprites = GameReference.Instance.orbitSprites;
     }
     private void Start()
     {
         sr = GetComponent<SpriteRenderer>();
     }
     private void Update()
     {
         if((isServer || isClient) && !firstInitialize)
         {
               Debug.Log("islocalPlayer" + isLocalPlayer); 
             if(isServer)
                 GetComponent<NetworkIdentity>().AssignClientAuthority(GetComponent<NetworkIdentity>().connectionToClient);
             SetSprite(currentIndex);
             firstInitialize = true;
         }
         
     }
     public void Deactive()
     {
         if (isServer)
             RpcDeactive();
         else
         {
             Debug.Log("islocalPlayer" + isLocalPlayer);
             gameObject.SetActive(false);
             CmdDeactive();
         }
     }
     [Command]
     void CmdDeactive()
     {
         gameObject.SetActive(false);
         RpcDeactive();
     }
     [ClientRpc]
     void RpcDeactive()
     {
         gameObject.SetActive(false);
     }
     public void SetSprite(int index)
     {
         currentIndex = index;
         if (isServer || isClient)
         {
             if (isServer)
                 RpcSetSprite(currentIndex);
             else
             {
                 sr.sprite = orbitSprites[currentIndex];
                 CmdSetSprite(currentIndex);
             }
 
         }
     }
     [Command]
     void CmdSetSprite(int index)
     {
         Debug.Log("cmd" + index);
         sr.sprite = orbitSprites[index];
         RpcSetSprite(index);
     }
     [ClientRpc]
     void RpcSetSprite(int index)
     {
         Debug.Log("cmd" + index);
         sr.sprite = orbitSprites[index];
     }
 }
 

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Answer by ojelibalon · Sep 07, 2018 at 03:19 PM

You can assign the authority from the server, so you could have a command method from the player and assign it

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avatar image Atiyeh123 · Sep 09, 2018 at 09:39 AM 0
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thanks for your replay. I $$anonymous$$now i can do this , but it's very dirty coding .and my player has about 1000 lines of code in this way.is there a more smooth way to do this directly from Npc's?

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