Hi guys, I'm making a fps multiplayer game, and bullets are not raycasted but rather spawned with rigid body and velocity.
I have an issue with this, the host can shoot no problem, but client cannot and the console give me the following error
NotServerException: Only server can spawn NetworkObjects
is there a solution to allow client to spawn network objects ? or do I have to make a serverRPC ?
here is the code that spawn the bullet :
public void Shoot(Vector3 raycastHit)
{
audioSource.PlayOneShot(sound);
muzzleflash.GetComponent<ParticleSystem>().Play();
bulletSpawnPoint.LookAt(raycastHit, bulletSpawnPoint.forward);
Transform bullet = Instantiate(bulletPrefab, bulletSpawnPoint.position, bulletSpawnPoint.rotation);
bullet.GetComponent<Rigidbody>().velocity = bulletSpawnPoint.forward * bulletSpeed;
bullet.GetComponent<NetworkObject>().Spawn(true);
}
thanks you !