Multiplayer desynchronize when grabbing an object by code

Multiplayer desynchronize when grabbing an object by code.
I’m having trouble getting the movement of my object synchronized. It is an object which is grasped but, if the host moves it, it looks normal in both the host and the client. But if I move it on the client, the host does not receive the information generated by the client.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
public class Agarrar : NetworkBehaviour {
     public Transform center = null;
     public float reach = 3f;
     public float rate = 0.45f;
     public float chargeRate = 2f;
     public float maxThrowForce = 5f;
     public float grabCooldown = 1f;
     public float repositionRate = 50f;
     public float rotateRate = 10f;
     public float minimumDistance = 1f;
     public float maximumDistance = 3f;
     public bool canGrab = true;
     public bool canThrow = true;
     public bool canPush = true;
     public bool canReposition = true;
     public bool canRotate = true;
     public LayerMask layerMask;
     public string liftTag = "Liftable";
     private float wantedPosition = 3f;
     private float grabTimer = 0f;
     private float throwForce = 0f;
     private bool wantGrab = false;
     private bool wantThrow = false;
     private bool wantPush = false;
     private bool wantReposition = false;
     public bool wantRotate = false;
     private bool canGrabAgain = true;
     private GameObject grabbed = null;
     public bool isRotating { get; private set; }
     void Update ()
     {
         Debug.Log("Hols");
         CmdUpdateInput();
         CmdUpdateLogic();
     }
     //[Command]
     //[ServerCallback]
     private void CmdUpdateInput()
     {
         if (Input.GetMouseButton(1) && canGrab)
         {
             wantGrab = true;
         }
         else
         {
             wantGrab = false;
         }
         if (Input.GetMouseButton(0))
         {
             Debug.Log ("hola");
             if(throwForce < maxThrowForce)
                 throwForce += (chargeRate * Time.deltaTime);
             if (throwForce > maxThrowForce)
                 throwForce = maxThrowForce;
         }
         if (Input.GetMouseButtonUp(0))
         {
             if (canPush && grabbed == null)
                 wantPush = true;
             if (canThrow && grabbed != null)
                 wantThrow = true;
         }
         if (Input.GetAxisRaw("Mouse ScrollWheel") != 0 && canReposition)
         {
             wantReposition = true;
         }
         else
         {
             wantReposition = false;
         }
         if (Input.GetMouseButtonDown(2) && grabbed != null && canRotate)
         {
             wantRotate = true;
         }
         else
         {
             wantRotate = false;
         }
     }
     //[Command]
     private void CmdUpdateLogic()
     {
    
         if (wantGrab && canGrabAgain)
         {
             if (grabbed == null)
             {
                 Ray ray = new Ray(center.position, center.forward);
                 RaycastHit hit;
                 if (Physics.Raycast(ray, out hit, reach, layerMask))
                 {
                     if (hit.collider.tag == liftTag)
                     {
                         grabbed = hit.collider.gameObject;
                     }
                 }
             }
             else
             {
                 if (grabbed.GetComponent<Rigidbody>())
                 {
                     Rigidbody rb = grabbed.GetComponent<Rigidbody>();
                     rb.velocity = ((center.position + (center.forward * wantedPosition)) - grabbed.transform.position) * rate;
                 }
                 else
                 {
                     grabbed = null;
                 }
             }
         }
         else
         {
             if (grabbed != null)
             {
                 grabbed = null;
             }
         }
            
         if (wantReposition)
         {
             if (grabbed != null)
             {
                 wantedPosition += (Input.GetAxis("Mouse ScrollWheel") * repositionRate) * Time.deltaTime;
                 wantedPosition = Mathf.Clamp(wantedPosition, minimumDistance, maximumDistance);
             }
             else
             {
                 wantReposition = false;
             }
         }
         if (wantRotate)
         {
             if (grabbed != null)
             {
                 float xa = Input.GetAxis("Mouse X") * 10;
                 float ya = Input.GetAxis("Mouse Y") * 10;
                 grabbed.transform.Rotate(new Vector3(ya, -xa, 0), Space.World);
                 isRotating = true;
             }
             else
             {
                 isRotating = false;
             }
         }
         else
         {
             isRotating = false;
         }
         if (wantThrow)
         {
             if (grabbed != null)
             {
                 Rigidbody rb = grabbed.GetComponent<Rigidbody>();
                 rb.velocity += center.rotation * new Vector3(0, 0, throwForce);
                 throwForce = 0f;
                 grabbed = null;
                 canGrabAgain = false;
             }
             wantThrow = false;
             throwForce = 0f;
         }
            
         if (wantPush)
         {
             if (grabbed == null)
             {
                 Ray ray = new Ray(center.position, center.forward);
                 RaycastHit hit;
                 if (Physics.Raycast(ray, out hit, reach, layerMask))
                 {
                     if (hit.collider.tag == liftTag)
                     {
                         Rigidbody rb = hit.collider.transform.GetComponent<Rigidbody>();
                         rb.velocity = center.rotation * new Vector3(0, 0, throwForce);
                         throwForce = 0f;
                     }
                 }
             }
             wantPush = false;
             throwForce = 0f;
         }
         if (!canGrabAgain)
         {
             if (grabTimer < grabCooldown)
             {
                 grabTimer += Time.deltaTime;
             }
             else
             {
                 canGrabAgain = true;
             }
         }
         else
         {
             grabTimer = 0f;
         }
     }
     }

Using UNET

No one is going to try to read your code if you aren’t going to format it with CODE tags. A quick look through and I can’t tell how you’re trying to send to the server that you want to move the object on the client, but I can’t really read your code in the first place so I may just be missing it. Also you haven’t mentioned if the server or the client has authority over this object.

If the server has authority, on the client you would generally send a Command to the server to tell the server to move the object, and since Commands can only be sent on either that client’s Player object or another object that client has been assigned authority, you’d have that Command on a script attached to another object.

1 Like

I edit, thx. that is my prefab

it somethin like this ?

[Command]
CmdSendStuffToServer(stuff){
    stuff += ServerVariables;
    RpcSendStuffToClients(stuff);
}

[ClientRpc]
RpcSendStuffToClient(stuff){
    myStuff = stuff;
}

Yeah commands and rpcs work like that. The key to Commands is you need to run them on that client’s player gameobject or another gameobject that client has authority over, otherwise the server doesn’t run the command. A ClientRpc can be executed on any client regardless of authority over the object.

1 Like

Thank you, but I was trying to implement it without success, I know it’s a lot to ask: P but you could put together an example with one of my code lines. the truth that 2 days ago I’m trying to find the solution and I could not: S