
The picture shows that the object on server is moving normally, but on the client can constantly blinking and can be gone for a while.
Spawn AI object code
void Update ()
{
if(SpawnReloadTime > 0) SpawnReloadTime -= Time.deltaTime;
if(SpawnReloadTime <= 0)
{
if(Network.isServer)
{
GameObject EnemyCreepAI = Network.Instantiate(EnemyPrefab,transform.position,Quaternion.identity,0) as GameObject;
}
SpawnReloadTime = SpawnReloadCoolDown;
}
}
AI Script
void Update ()
{
if(CurrentTarget!=null)
{
Enemy.rotation = Quaternion.Lerp(Enemy.rotation, Quaternion.LookRotation(new Vector3(CurrentTarget.transform.position.x, 0.0f, CurrentTarget.transform.position.z) - new Vector3(Enemy.position.x, 0.0f, Enemy.position.z)), EnemyRotationSpeed);
float CurrentDistance = Vector3.Distance(CurrentTarget.transform.position, Enemy.position);
Vector3 structDirection = (CurrentTarget.transform.position - Enemy.position).normalized;
float attackDirection = Vector3.Dot(structDirection, Enemy.forward);
if (CurrentDistance < WeaponMaxDistance && attackDirection > 0)
{
if (WeaponReloadTime > 0) WeaponReloadTime -= Time.deltaTime;
if (WeaponReloadTime <= 0)
{
if(Network.isServer)
CurrentTarget.networkView.RPC("TowerSetDamage",RPCMode.All,WeaponDamage);
WeaponReloadTime = WeaponReloadCooldown;
}
}
else
Enemy.position += Enemy.forward * EnemySpeed * Time.deltaTime;
}
else
CurrentTarget = GetTarget();
}
PS
If you do not put the gun or when the AI will destroy the gun, they cease to flash and before the new gun
In what could be the problem?