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Unity 镜像网络对象不会在客户端上移动

[英]Unity Mirror Networking Object not move on client

i´m work on a networked game and stuck on an problem with the instantiation or NetworkSpawn of an bullet.我正在开发一款网络游戏,但遇到了子弹的实例化或 NetworkSpawn 的问题。 If the hostplayer/server "fires" the bullet is spaned, synced and flys all the way it should do.如果主机播放器/服务器“开火”,子弹就会跨越、同步并按其应有的方式飞行。 If a client "fires" the bullet will be spawned but stays on one point without any velocity.如果客户端“开火”,子弹将被产生但停留在一个点上,没有任何速度。

Server/Host fires -> everythings fine.服务器/主机触发 -> 一切正常。

Client fires -> bullet spawned but does not move.客户端开火 -> 子弹产生但不移动。

Following i´ll show you a part of the script:下面我将向您展示脚本的一部分:

    public bool shootableAngle = false;
    public float bulletSpeed = 6.0f;
    public GameObject bulletPrefab;
    public float bulletRangeTime;

    private void Update()
    {
        if (!isLocalPlayer)
        {
            return;
        }

        if (Input.GetMouseButtonDown(0) && shootableAngle)
        {
            CmdFire();
        }
        
    }

[Command]
    void CmdFire()
    {
        //Instantiate bullet
        GameObject bullet = Instantiate(bulletPrefab, transform.position, transform.rotation);

        //Look for crosshair child and set direction
        var mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
        Vector2 direction = (transform.GetChild(0).gameObject.transform.position - transform.position).normalized;

        //Give some velocity
        bullet.GetComponent<Rigidbody2D>().velocity = direction * bulletSpeed;

        //Spawn over Network
        NetworkServer.Spawn(bullet);


        //Destroy after given time
        Destroy(bullet, bulletRangeTime);
    }

Thank you for your effort!感谢你的付出! :-) :-)

You need to call a function on client from the server.您需要从服务器调用客户端上的函数。 Use the:使用:

[ClientRpc]
RpcFireOnClient(){
    //Instantiate bullet
        GameObject bullet = Instantiate(bulletPrefab, transform.position, 
        transform.rotation);

        //Look for crosshair child and set direction
        var mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
        Vector2 direction = 
         (transform.GetChild(0).gameObject.transform.position - 
        transform.position).normalized;

        //Give some velocity
        bullet.GetComponent<Rigidbody2D>().velocity = direction * bulletSpeed;

        //Spawn over Network
        NetworkServer.Spawn(bullet);


        //Destroy after given time
        Destroy(bullet, bulletRangeTime);
}

And call it from the:并从以下位置调用它:

[Command]
    void CmdFire()
    {
       RpcFireOnClient();
    }

I hope it helps, i am learning it right now and do not know if it is totally true.我希望它有所帮助,我现在正在学习它,不知道它是否完全正确。 But give it a try!但是试一试吧!

Cheers干杯

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