void RpcUpdatePlayerUnitsOnAllClients(GameObject unit, int playerID, UnitData unitData, Vector3 nodeID) { //if (isLocalPlayer) //{ if (unit != null) { // units need to be assigned a parent for the layermanager + camera shit AssignUnitDataToUnitScript(unit, playerID, unitData, nodeID); GameObject parent = LocationManager.GetNodeLocationScript_CLIENT(nodeID).gameObject; unit.transform.SetParent(parent.transform); UnitScript unitScript = unit.GetComponent <UnitScript>(); Debug.Log("Unit Succesfully created on CLIENT: " + (int)unitScript.NetID.Value); UnitsManager.AddUnitToGame(playerID, (int)unitScript.NetID.Value, unitScript); // add unit to generic unit manager pool LocationManager.SetUnitOnCube_CLIENT(unit.GetComponent <UnitScript>(), unitScript.UnitStartingWorldLoc); if (playerID == PlayerManager.PlayerID) { GetComponent <UnitsAgent>().AddUnitToUnitAgent(unitScript); // add unit to a more specific player unit pool if (unitData.UnitCombatStats[0] == 1) // if rank is 'Captain'???? then make active { UnitsManager.SetUnitActive(true, playerID, (int)unitScript.NetID.Value); } } } else { Debug.Log("Unit cannot be created on CLIENT"); } //} }