How to sync moving parts of Player prefab in Networked Multiplayer in Unity 5.3?

I have been playing with Unity’s relatively new Multiplayer tools. I am able to sync the Player’s root position with NetworkTransform, but I have moving parts on the player (e.g. gun turrets) whose rotations are calculated with a script.

Since those transforms are part of the original PlayerPrefab I thought I could just add a NetworkTransform on each moving part with local authority to sync them across the network, but no dice. How would go about syncing the moving parts of each player?

1 Answer

1

Discovered this handy class, NetworkTransformChild and that seemed to solve the problem.

http://docs.unity3d.com/ScriptReference/Networking.NetworkTransformChild.html