Unity Networking - Test if spawned by client

Hello there :slight_smile:
Probably there is something really obvious but still i can’t get it to work…
So, i’m trying to test if a spawned Gameobject was spawned by the client that is testing.
Basically isLocalPlayer but that only works for the player object.

More Detail:
I have a shot that is fired. It works fine and shows up on both screens. But I want that if it wasn’t shot by the player that is testing, it has Texture A. Other way round it should have Texture B if it was shot by the player testing.

I hope it isn’t to confusing… :stuck_out_tongue:
Thanks a lot!
-Simple_zomb

clients dont know who “owns” an object, except for the local player object. You could set the owner to the networkInstanceId of the owning player as SyncVar on the bullet.

ok thanks! that went fast :smile: