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Question by helloiam · May 08, 2013 at 10:36 PM · serverspawningclient

Multiplayer

How to deal with physics combined with an RPC because right now I am making an multiplayer FPS and everyt$$anonymous$$ng working nice like movements, damages etc. Only physics on the bullets when I shoot they float instead of falling on the ground.

Any idea how to fix it?

Piece of code:

 [RPC]
     void BulletSpawn (Vector3 position, Quaternion rotation, Vector3 force)
     {
         randomSpread = Instantiate(Hulzen, position, rotation) as Rigidbody;
         randomSpread.AddForceAtPosition(force, position, ForceMode.Impulse);
     }
 
 networkView.RPC("BulletSpawn", RPCMode.All, spawnPointHulzen.position, spawnPointHulzen.rotation, new Vector3(Random.Range(6,6), Random.Range(1,1.5f), Random.Range(3,3)) * 0.7f);

Thanks in advance!

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avatar image ExTheSea · May 08, 2013 at 10:38 PM 0
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Did you already try to attach NetworkViews to the Bullets and bulletHoles and then Instantiate them using Network.Instantiate(....) ?

avatar image helloiam · May 08, 2013 at 10:58 PM 0
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Hi, I fixed it haha but now I have another issue how to handle RPC with physics (RIGIDBODY). When I shoot bullets they fly in the air, they fall on the ground on my screen but at the second player they are floating in the air.

avatar image ExTheSea · May 08, 2013 at 11:01 PM 0
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Does "they" have networkviews on them?

avatar image helloiam · May 08, 2013 at 11:07 PM 0
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Yes all of them. Everything works now properly, only the problem now is how to deal RPC with physics (RIGIDBODY).

Can u write an example code or something?

avatar image helloiam · May 08, 2013 at 11:07 PM 0
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[RPC] void BulletSpawn (Vector3 position, Quaternion rotation, Vector3 force) { randomSpread = Instantiate(Hulzen, position, rotation) as Rigidbody; randomSpread.AddForceAtPosition(force, position, ForceMode.Impulse); }

Piece of code, the spawn part works fine only the physics won't.

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