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Unet: Pass player script component from client to server

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Hi guys,

I'm trying to pass the PlayerController script to the spawned bullet to determine the next turn after it hit something. Players are always a client and server is the gameserver that it hosted somewhere else.

Playerscript has this command but it does not pass it: CmdFireBullet(gameObject); [Command] private void CmdFireBullet(GameObject _gameObject) { bullet = (GameObject) Instantiate(bulletprefab); bullet.GetComponent ().AddPlayer (_gameObject.GetComponent()); NetworkServer.Spawn (bullet); }

Bulletscript (is owned by Server) public List playerList = new List(); public void AddPlayer(PlayerController pc) { playerList.Add(pc); }

However if the client acts as a server and I use this "ball.GetComponent ().AddPlayer (this);" in commad it passes on both side.


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