I am making a game using UNET and making it for the HoloLens. Basically, my game is pretty simple, players join the session and then they can spawn a ship to control with an Xbox controller. I have the move mechanics and even a basic shoot function working. What I really want to add next is something like a homing missile. I have the code for the homing missile and it works fine on the host but, I can't figure out how to get my missile object information back to the player if that makes sense. I will show you what I mean.
My Command:
[Command]
public void CmdFireMissle()
{
Vector3 bulletDir = planeToSpawn.transform.forward;
Vector3 bulletPos = planeToSpawn.transform.position + (bulletDir * (0.01f + 3 * planeToSpawn.transform.localScale.x));
// The bullet needs to be transformed relative to the shared anchor.
missleToSpawn = Instantiate(missle, sharedWorldAnchorTransform.InverseTransformPoint(bulletPos), Quaternion.LookRotation(bulletDir));
missleToSpawn.transform.localScale = planeToSpawn.transform.localScale * 0.1f;
missleToSpawn.GetComponentInChildren<Rigidbody>().velocity = bulletDir * 1.0f;
NetworkServer.Spawn(missleToSpawn);
RpcPlayBulletAudio(planeToSpawn);
// Clean up the bullet in 15 seconds.
Destroy(missleToSpawn, 15.0f);
}
Update Method:
void Update()
{
if (controllerInput.GetButtonDown(ControllerButton.A) && planeSpawned )
{
if (isLocalPlayer)
{
bool raycastHit = Physics.Raycast(transform.position, direction: transform.forward, hitInfo: out hit, maxDistance: range);
if (raycastHit && hit.transform.gameObject.CompareTag("Plane"))
{
enemyShip = hit.transform.gameObject;
CmdFireMissle();
// I need to get a reference to my missleToSpawn object on my client
// So I can use it here in this coroutine
StartCoroutine(MoveTo(missleToSpawn, misslePos, enemyShip, 1));
}
}
}
}
It works fine on the host since it has the reference when it calls the Command I just can't figure out how to get the reference for the client.
@Dtb49 you can attach a script to the "missle" object, while this script is used to get the spawn object's NetworkInstanceId once it's spawned.
public class YourScript: NetworkBehaviour {
public static NetworkInstanceId nid;
void Start(){
nid = this.netId;
}
}
In other script, you can get the object reference by using NetworkServer.objects[NetworkInstanceId].gameObject like:
if (NetworkServer.objects.ContainsKey (YourScript.nid)) {
Debug.Log (NetworkServer.objects[YourScript.nid].gameObject);
}
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