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Question by EddyDavila · Nov 07, 2018 at 05:24 PM · raycastmultiplayer

Raycast issues with multiplayer & networking.

I am building a multiplayer game for 2 players, I am able to connect to the network, spawn both players at their respective locations and perform actions; However, I am using a raycast to identify a player objects name, and when the server spawns the second player; it creates an exact clone of the first player objects name. This also creates a problem because since players 1 and 2 have the same objects name, stuff (in this case Rotation) happens to MY LOCAL PLAYER, when I tap on the second players object. This should not happen. The only rotation that should happen is when I tap on MY player object. Here is the code for review. Please help me identify the problem.

  if (Input.GetMouseButtonDown(0))
         {
             Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);

             if (Physics.Raycast(ray, out hit))
             {
             if (hit.transform.name == "PlayerUnit(Clone)") 
                 {
                 if (hasAuthority == false)
                 {
                     return;
                 }

                 print("TOUCHED WITH NAME:" + hit.transform.name);
                     lastMousePos = Input.mousePosition;
                     touched = true;
                     currentSpeed = 0; //
                 }
             }

         }
         if (Input.GetMouseButtonUp(0) && touched == true)
         {
         currentSpeed = 1081;
         }
         else
         {
             if (currentSpeed > rotationSpeedMin )
             {
             touched = false;
             currentSpeed -= acceleration * Time.deltaTime * currentSpeed;
             }
             //transform.Rotate(new Vector3(0, 0, -100) * Time.deltaTime * currentSpeed);
             transform.Rotate(Vector3.forward * Time.deltaTime * currentSpeed);
         }

     }
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Answer by EddyDavila · Nov 07, 2018 at 09:24 PM

Turns out the problem was easier to fix than to think. I got the answer from the link below. I was raycasting all objects with the NAME player, WhatI had to do is raycast for collision. "To solve this you have to do a Collider.RayCast() instead of a Physics.RayCast(), so each object's Update() function will only check if that object's collider is hit and if so .. only moves that particular object."

Solved.

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