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Question by JoshMBeyer · Mar 30, 2014 at 09:50 PM · networkphotonviewpun

Help with PUN PhotonNetworkView stuff.

Trying to make an fps. Now I have the player working. Can spawn in, be seen on other computer's game clients. But the FPS Arms and weapon, and bullets are not showing up for other players. Each user's FPS arms, weapon, and bullets show on their own screen but no one else's. How do I fix t$$anonymous$$s? The player is made up of a FirstPersonController (Unity's free prefab) T$$anonymous$$s is the parent. And has a PhotonView Script, and a NetworkCharacter script w$$anonymous$$ch I will post below. Then a MainCamera gameobject w$$anonymous$$ch has 2 c$$anonymous$$ld gameobjects. BerettaFPSArms, and M16FPSArms. They each have several c$$anonymous$$ldren gameobjects.

What I need to know is why the BerettaFPSArms, and the M16FPSArms are not showing up on other players screens. Since they are c$$anonymous$$ldren of the player. And the player has a PhotonView Script attached. Do they need a PhotonView aswell? Each individual c$$anonymous$$ld? or just the weaponArms objects?

 using UnityEngine;
 using System.Collections;
 
 public class NetworkCharacter : Photon.MonoBehaviour {
 
     Vector3 realPosition = Vector3.zero;
     Quaternion realRotation = Quaternion.identity;
 
     // Use t$$anonymous$$s for initialization
     void Start () {
     
     }
     
     // Update is called once per frame
     void Update () {
         if( photonView.isMine ) {
             // Do not$$anonymous$$ng -- the character motor/input/etc... is moving us
         }
         else {
             transform.position = Vector3.Lerp(transform.position, realPosition, 0.1f);
             transform.rotation = Quaternion.Lerp(transform.rotation, realRotation, 0.1f);
         }
     }
 
     public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) {
         if(stream.isWriting) {
             // T$$anonymous$$s is OUR player. We need to send our actual position to the network.
 
             stream.SendNext(transform.position);
             stream.SendNext(transform.rotation);
         }
         else {
             // T$$anonymous$$s is someone else's player. We need to receive their position (as of a few
             // millisecond ago, and update our version of that player.
 
             realPosition = (Vector3)stream.ReceiveNext();
             realRotation = (Quaternion)stream.ReceiveNext();
         }
 
     }
 }
 
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Answer by renegreg · Apr 22, 2014 at 05:24 PM

 void Shot(){
 PhotonNetwork.Instantiate(Bullet.name,transform.position,transform.rotation,0);
 }
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