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Network.Instantiate parenting on other clients

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Hi all, I need help to parenting an object instantiaded via Networking I've an object called SpellGenerator attached to players. When i press a button i would like to cast a spell that play a particle (a magic shield) and update the player's stats. I have created an object Named FireShield with the script attached for play the particle. The problem is that when i hit the button the object is instantiated as child of SpellGenerator correctly only in the device i'm instatiating. In others the spell are instatiated but in position 0 0 0 in world space. How can i parenting the spell to attach to the correct player? here the code: public void CastSpell(SpellType spellType) { switch (spellType) { case SpellType.Shield: Debug.Log("Calling RPC_CastCircleSpell"); //networkView.RPC("RPC_Cast", RPCMode.All); GameObject test = (GameObject)Network.Instantiate(circleSpell, transform.position, Quaternion.identity, 0); //this works locally test.transform.parent = transform; break; case SpellType.ShortShot: break; default: break; } } public class FireShield : MonoBehaviour, IBuff void OnNetworkInstantiate(NetworkMessageInfo info) { //HOW CAN I ATTACH FIRESHIELD TO THE CORRECT SpellGenerator and apply buff to the correct player? BuffDurationTimer = BaseBuffDuration; Transform particle = gameObject.transform.FindChild("Dark_Main"); particle.particleSystem.Play(); } there is a better way to do what i am trying to do? thank you for help

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