I'm trying to figure out what is causing the following difference in errors when using UNET:
I am running my project in the editor and in application form at the same time to test the multiplayer functionality. The functionality I am testing is projectile creation/spawning. If I make the editor the host and the application the client, only the host can see the projectiles. However, when I make the editor the client and the application the host, both players are able to see the projectiles.
This is where it gets odder: no matter what combination I use when running it on two applications, instead of one application and the editor, only the host can see the projectiles.
Why is this specific combination working, and how can I make it work for any setup?
Here is the spawning code; not sure if it is the issue:
[Command]
public void CmdFireProjectile(Quaternion cA, Vector3 tF, string pN) {
GameObject projPrefab = Projectile.getProjectilePrefab(pN);
GameObject proj = (GameObject)Instantiate(projPrefab, new Vector3(transform.position.x, transform.position.y + .4f, transform.position.z) + tF, cA);
proj.GetComponent<Projectile>().setSource(this);
NetworkServer.Spawn(proj);
}