Flip a 2d GameObject and place it on exact the same position works well on both sides. Rotating 2d GameObject works well on both sides
However, if i flip the GameObject, by executing Cmd_DoTheSpawn, the rotation is not reflected on the "other" client.
I would need help to get this work.
Here is the code I use:
[Command]
void Cmd_DoTheSpawn(GameObject myGameObject) {
// Check if front or back?
char lastChar = myGameObject.tag[myGameObject.tag.Length - 1];
if (lastChar == 'B') {
convertedObjectTag = unet_Back2Front [myGameObject.tag];
} else {
convertedObjectTag = unet_Front2Back [myGameObject.tag];
}
GameObject my1 = Resources.Load (convertedObjectTag) as GameObject;
float z = myGameObject.transform.localEulerAngles.z;
//var go = (GameObject)Instantiate (my1, myGameObject.transform.position, myGameObject.transform.localRotation);
var go = (GameObject)Instantiate(my1, myGameObject.transform.position, Quaternion.Euler(0f, 0f, z));
go.name = go.name.Remove(go.name.Length - 7); // Remove the '(Clone)' in name
NetworkServer.SpawnWithClientAuthority(go, base.connectionToClient);
print ("myGameObject: " + myGameObject.transform.position);
if (myGameObject == null)
print ("myGameObject NULL" + myGameObject.transform.position);
Rpc_DoTheRot (go, myGameObject);
myNetID = myGameObject.GetComponent<NetworkIdentity> ();
Cmd_DestroyGameObject (myNetID.netId);
}
Thanks to @LumbusterTick i did get it to work, meaning the rotation is ok. However, i did get another problem that i do not fully understand.
I added the following code:
[ClientRpc]
public void Rpc_DoTheRot(GameObject newGO, GameObject oldGO) {
print ("Rpc_DoTheRot");
if (newGO == null)
print ("newGO NULL");
if (oldGO == null)
print ("oldGO NULL");
newGO.transform.rotation = oldGO.transform.rotation;
}
...which i call after spawn but prior to destroy, see updated code above.
It does place the flipped prefab in correct rotation but i do get the following messages:
oldGO NULL
as well as:
NullReferenceException: Object reference not set to an instance of an object
I know perfectly well what that means but not why it happen as all values of the myGameObject is nulled when i send them. ...and i do it prior to destroy.
I do not understand why it is null but still effect the rotation on the new object.
From you command function after you network spawn call a clientrpc function and pass instantiated gameobject to it and change its rotation there.