So I'm trying to implement shooting in a multiplayer game. I want to spawn a bullet out of a weapon. On the server side it works, but as I shoot as a client it says [Netcode] Behaviour index was out of bounds. Did you mess up the order of your NetworkBehaviours?.
The bullet is a prefab which I included in NetworPrefabs. The prefab also has a Network Object component.
This is where I call shoot()
if(shot == false && transform.GetChild(0).GetComponent<Weapon>().bulletInMag > 0 && reloading == false)
{
shot = true;
StartCoroutine(shoot());
}
This is what shoot() does
IEnumerator shoot()
{
firePoint = transform.GetChild(0).GetChild(0).transform;
weapon = transform.GetChild(0).gameObject.GetComponent<Weapon>();
if (weapon.threeShot)
{
for(int i=0; i<3; i++)
{
if(NetworkManager.Singleton.IsServer)
{
spawnBullet();
} else
{
spawnBulletServerRpc();
}
weapon.bulletInMag -= 1;
SharedFunctions.Instance.updateAmmoCount();
yield return new WaitForSeconds(0.2f);
}
yield return new WaitForSeconds(weapon.shootingIntervall);
shot = false;
}
else
{
if (NetworkManager.Singleton.IsServer)
{
spawnBullet();
}
else
{
spawnBulletServerRpc();
}
weapon.bulletInMag -= 1;
SharedFunctions.Instance.updateAmmoCount();
yield return new WaitForSeconds(weapon.shootingIntervall);
shot = false;
}
}
void spawnBullet()
{
GameObject bullet = Instantiate(prefabBullet, firePoint.position, transform.rotation);
bullet.GetComponent<Rigidbody2D>().AddForce(firePoint.up * weapon.bulletSpeed, ForceMode2D.Impulse);
bullet.GetComponent<NetworkObject>().Spawn();
}
[ServerRpc]
void spawnBulletServerRpc()
{
spawnBullet();
}
I'm thankful for any help.
I finally fixed the issue. The error [Netcode] Behaviour index was out of bounds. Did you mess up the order of your NetworkBehaviours? basically means that there is a mismatch between server and client representation of a network object.
At the beginning of my Player script I wrote:
public override void OnNetworkSpawn()
{
if (!IsOwner) Destroy(this);
}
which deletes the component if your not the owner. So when I joined I had the script on client side but it wasn't there on server side. So when I tried to make an ServerRpc it didn't know where to send it. The same goes for ClientRpc. A very helpful source was the Unity Mulitplayer Networking Discord: https://discord.gg/buMxnnPvTb