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Question by marf · Dec 28, 2011 at 09:55 PM · rigidbodynetworkphotonbulletview

Add force to bullet in the network

Hi, I have a problem with the AddForce method:

When a player fire I istantiate an object called proiettile wit$$anonymous$$ t$$anonymous$$s code:

 proiettile = PhotonNetwork.Instantiate(proiettilePrefab, muzzleFlash.transform.position, muzzleFlash.transform.rotation, 0) as GameObject;

Then I add force to it:

 proiettile.rigidbody.AddForce(-transform.forward * 10000);

In the local player (the one that fire) bullets have force, but the other player sees only the istantiated bullets with no force that fall on the ground.

I added a PhotonView to the bullet prefab that observe the rigidbody of the bullet, but not$$anonymous$$ng happens.

Regards,

Marco

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Answer by asafsitner · Dec 29, 2011 at 09:59 AM

What you want to do instead of having the player script add force to the bullet, is have the bullet propel itself.

Give the bullet the force at Start() so when it instantiates it will propel forward everywhere.

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avatar image marf · Dec 29, 2011 at 10:58 AM 0
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Answer by jorgon · Mar 14, 2012 at 11:57 AM

But I can't make that the projectile can be launched in the right direction if I turn my head...How can I attatch properly the launc$$anonymous$$ng of my projectiles to the direction where I'm looking at?.

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avatar image Fender · Jan 02, 2015 at 04:05 PM 0
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Answer by marf · Mar 14, 2012 at 03:16 PM

I t$$anonymous$$nk that you should work with the projectile as a c$$anonymous$$ld of the player.

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