using FishNet; using FishNet.Object; using FishNet.Object.Synchronizing; using System.Collections; using System.Collections.Generic; using UnityEngine; public class BulletTest : NetworkBehaviour { [SyncObject] public readonly SyncList SyncListNumbers = new SyncList(); [SyncVar] public Vector3 SyncVarScale = Vector3.one; public float Force; public void SendSpeed() { //Debug.Log("Local tick " + InstanceFinder.TimeManager.LocalTick); Rigidbody rb = GetComponent(); rb.AddForce((transform.forward * Force), ForceMode.Impulse); } public override void OnStartNetwork() { base.OnStartNetwork(); transform.localScale = SyncVarScale; Debug.Log("Reading numbers"); foreach (var item in SyncListNumbers) Debug.Log(item); } public override void OnStartServer() { base.OnStartServer(); SendSpeed(); StartCoroutine(__DelayDestroy(3f)); } private void Update() { if (base.TimeManager == null) return; if (base.TimeManager.FrameTicked) { // Debug.Log(_scale); //Rigidbody rb = GetComponent(); //Debug.Log(rb.velocity.z); } } private IEnumerator __DelayDestroy(float time) { yield return new WaitForSeconds(time); base.Despawn(); } }