I have a player object who can equip multiple weapons. When a weapon is equipped, its transform's parent is set to its hand. I have messed around with this for some time and cannot get this to work for both the host and the client. Right now I am trying to equip the weapon on the server, and tell all the clients to set their parents transforms.
public NetworkInstanceId weaponNetId;
[Command]
void Cmd_EquipWeapon()
{
var weaponObject = Instantiate (Resources.Load ("Gun"),
hand.position,
Quaternion.Euler (0f, 0f, 0f)) as GameObject;
weaponObject.transform.parent = hand;
NetworkServer.Spawn (weaponObject);
//set equipped weapon
var weapon = weaponObject.GetComponent<Weapon> () as Weapon;
weaponNetId = weaponObject.GetComponent<NetworkIdentity> ().netId;
Rpc_SetParentGameobject (weaponNetId);
}
[ClientRpc]
public void Rpc_SetParentGameobject(NetworkInstanceId netID)
{
weaponNetId = netId;
}
And in the update I am updating the weapons transform
void Update () {
// set child weapon tranform on clients
if (!isServer) {
if (weaponNetId.Value != 0 && !armed) {
GameObject child = NetworkServer.FindLocalObject (weaponNetId);
if (child != null) {
child.transform.parent = hand;
}
}
}
I know this isn't the most optimized way to do this..but right now I am just trying to get this to work any way possible and then work on tweaking it. Seems like it should be a simple task.
We do a similar thing in our multiplayer game. There are a few things you need to do to get this working. Firstly, the concept:
Setting the weapon's parent on the server is trivial, as you have found. Simply set the transform's parent as you would normally in Unity. However, after spawning this object on the server with
NetworkServer.Spawn
, it will later be spawned on clients in the root of the scene (hierarchy outside of the spawned prefab is not synchronised).So in order to adjust the hierarchy on the client I would suggest that you:
Therefore, I would adjust your code to look something like this. Firstly, set the weapon's parent netId before you spawn it. This will ensure that when it is spawned on clients, the netId will be set.
And then in your weapon class:
[SyncVar]
so that it synchronises between server and client copies.Perhaps something like:
After reading Andy Barnard's solution, I came up with this slightly modified solution. Instead of a SyncVar, there is a Client RPC for the server to call any time a
NetworkIdentity
needs to change parents. This does require the parent to also have aNetworkIdentity
(though it need not be a registered prefab).These two are part of a
NetworkBehavior
, which obviouslyRequiresComponent(typeof(NetworkIdentity))
. If you really need this behavior on a client to server, I'd suggest creating a command that passed theNetworkIdentity
to the server, which would just call the server's public method. It's one set of network messages more than optimal, but meh.I found this post really useful but I have a small addendum.
The netId will be on the root of the hierarchy so its useful to know that you can traverse down the hierarchy using transform.Find.
Something like this ..