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I am trying to make a laser that will be visible to all clients in a multiplayer networked game on Unity.

I've tried using a Command Attribute but that hasn't worked. I also found some ideas to use RpcClient but I am not quite sure how to implement that.

The code I'm using for the laser (I just run the method in Update) is:

public void CmdActivateLaser(bool laserState)
{
    if (laserState == false)
        return;


    pointer.SetPosition(0, transform.position);

    RaycastHit endCommand;
    if (Physics.Raycast(transform.position, transform.forward, out endCommand))
    {

        finalPos = new Vector3(0f, 0f, endCommand.distance);
        pointer.SetPosition(1, finalPos);

    }
    else
    {
        pointer.SetPosition(1, transform.forward * 500f);
    }
}
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  • \$\begingroup\$ Note: transform.forward * 500 is not necessarily a location that is 500 units in front of the object. transform.forward is equal to (0,0,1) multiplied by a rotation matrix. If you want a point that's actually 500 units in front of the transform, you need to add the transform's position, transform.position + transform.forward*500 \$\endgroup\$ – Draco18s no longer trusts SE Jul 13 '17 at 16:13

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