void Fire() { if (fire_pressed) { var groupID = manager.AllocateID(); var clone = (GameObject)Network.Instantiate(projectile, spawnPoint.position, spawnPoint.rotation, groupID); clone.GetComponent <Projectile>().groupID = groupID; Debug.Log("Group: " + clone.networkView.group); clone.rigidbody.velocity = rigidbody.velocity; clone.rigidbody.AddForce(spawnPoint.forward * force); fire_timer = 1 / fire_rate; fire_pressed = false; } }