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Updated PickupDropChild doc
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@ -137,7 +137,7 @@ First, let's add one more Input to the Update method above, and a `CmdDropItem`
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}
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```
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In the image above, there's a `sceneObjectPrefab` field that is assigned to a prefab that will act as a container for our item prefabs. The SceneObject prefab has a SceneObject script with a SyncVar like the Player Equip script, and a SetEquippedItem method that takes the shared enum value as a parameter.
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In the image above, there's a `sceneObjectPrefab` field that is assigned to a prefab that will act as a container for our item prefabs. The SceneObject prefab has a SceneObject script with a SyncVar like the Player Equip script, and a SetEquippedItem method that takes the shared enum value as a parameter.
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```
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using UnityEngine;
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@ -187,7 +187,7 @@ In the run-time image below, the Ball(Clone) is attached to the `RightHand` obje
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## Pickup Items
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Now that we have a box dropped in the scene, we need to pick it up again. To do that, a `CmdPickupItem` method is added to the Player Equip script:
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Now that we have a box dropped in the scene, we need to pick it up again. To do that, a `CmdPickupItem` method is added to the Player Equip script:
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```
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// CmdPickupItem is public because it's called from a script on the SceneObject
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@ -212,3 +212,7 @@ This method is simply called from `OnMouseDown` in the Scene Object script:
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```
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Since the SceneObject(Clone) is networked, we can pass it directly through to `CmdPickupItem` on the player object to set the equipped item SyncVar and destroy the scene object.
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For this entire example, the only prefab that needs to be registered with Network Manager besides the Player is the SceneObject prefab.
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![](ChildObjects3.PNG)
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