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Home/ Questions/Q 8020739
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Editorial Team
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Editorial Team
Asked: June 4, 20262026-06-04T21:46:25+00:00 2026-06-04T21:46:25+00:00

I’m working on a small game for my friends. So far i’ve gotten the

  • 0

I’m working on a small game for my friends. So far i’ve gotten the Networking right, both players can fly around and it’s all in sync.

Now I’ve added projectiles (lasers) which I spawn like this:

if (_mou.LeftButton == ButtonState.Pressed 
         && oldState.LeftButton 
         != ButtonState.Released)               
         {
             if (timeSinceShot > timePerShot)
            {
                timeSinceShot = 0;
                bulletRotation = rotation; //Rotation of the players ship
                laser.addLaser(myID, bulletRotation, localPosition);
            }
         }

This works fine, it fires the laser from my ship, but doesn’t get displayed yet.

Now when I fire I call this:

om.Write(bulletRotation); //Sends the rotation to the server

And when the server has received it, it sends it back to all players, including the one who shot.

Here’s how I receive the data on the client and write it to the lasers list:

if (who != myID)
{
   try
   {
      float laserR = msg.ReadFloat();
      laser.addLaser(who, laserR, player.players[i].position);
   }
   catch { }
}

Now when I test it on 2 clients and fire, I can see myself firing at the 2nd client which is good. However it not only fires on the 2nd client but also on my client’s 2nd player.

Edit: who is a RemoteUniqueIdentifier and myID is the clients RemoteUniqueIdentifier

Here’s a picture of my problem.
https://i.stack.imgur.com/CYJyW.png
(can’t upload it yet as I don’t have 10 rep.)

EDIT 2:

This is how the server send it’s data to all the players:

foreach (NetConnection player in server.Connections)
                    {
                        // ... send information about every other player (actually including self)
                        foreach (NetConnection otherPlayer in server.Connections)
                        {
                            // send position update about 'otherPlayer' to 'player'
                            NetOutgoingMessage om = server.CreateMessage();

                            // write who this position is for
                            om.Write(player.RemoteUniqueIdentifier);
                            om.Write(otherPlayer.RemoteUniqueIdentifier);

                            if (otherPlayer.Tag == null)
                                otherPlayer.Tag = new float[4];

                            float[] pos = otherPlayer.Tag as float[];

                            om.Write(pos[0]); // velocity X
                            om.Write(pos[1]); // velocity X
                            om.Write(pos[2]); // rotation

                            if (!noLasers)
                            {
                                om.Write(pos[3]); // bullet rotation
                            }

                            // send message
                            server.SendMessage(om, player, NetDeliveryMethod.Unreliable);
                        }
                    }
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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-06-04T21:46:27+00:00Added an answer on June 4, 2026 at 9:46 pm

    If RemoteUniqueIdentifier is an object of some class, and you are trying to naively pass it through the wire, you will never be able to test local version and one you got from the server for equality.

    Reconstructed object on the ‘other side’ will always have a reference that can’t be compared with the original.

    In that case, you might have an option to switch from RemoteUniqueIdentifier to some immutable type such as int or Guid, even string will work.

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