when my barrel was explored another network can't see!

Hello i’m got some problem about network i’m using uLink implement on my project when i shoot my barrel i can see explosion of barrel only me but another deive i mean other character can’t see explosion this is my code of receive damage

var hp : int = 100;
var detonationDelay = 0.0;
var explosion : Transform;
var deadReplacement : Rigidbody;

function ApplyDamage (info : String){
var damage : float= parseFloat(info[0]);
// We already have less than 0 hitpoints, maybe we got killed already?
if (hp <= 0.0)
return;

hp -= damage;
if (hp <= 0.0) {
	// Start emitting particles
	var emitter : ParticleEmitter = GetComponentInChildren(ParticleEmitter);
	if (emitter)
		emitter.emit = true;

	Invoke("DelayedDetonate", detonationDelay);
	
}

}

function DelayedDetonate () {
BroadcastMessage (“Detonate”);
}

function Detonate () {
// Destroy ourselves
Destroy(gameObject);

// Create the explosion
if (explosion)
	Instantiate (explosion, transform.position, transform.rotation);

// If we have a dead barrel then replace ourselves with it!
if (deadReplacement) {
	var dead : Rigidbody = Instantiate(deadReplacement, transform.position, transform.rotation);

	// For better effect we assign the same velocity to the exploded barrel
	dead.rigidbody.velocity = rigidbody.velocity;
	dead.angularVelocity = rigidbody.angularVelocity;
}

// If there is a particle emitter stop emitting and detach so it doesnt get destroyed
// right away
var emitter : ParticleEmitter = GetComponentInChildren(ParticleEmitter);
if (emitter) {
	emitter.emit = false;
	emitter.transform.parent = null;
}

}

// We require the barrel to be a rigidbody, so that it can do nice physics
@script RequireComponent (Rigidbody)

I looked at uLink for a minute – looks to me like it was folded into the Unity codebase a while ago – seems to do all the same things with the same commands. Didn’t notice a date.

You’re using Broadcast. That sound like a network command, but it only “broadcasts” to any listeners on the same machine. If you want to talk to another computer, you have to use an RPC call. Something like:

DelayedDetonate() { NetworkView.RPC( "Detonate", Network.All ); }
    OR
DelayedDetonate() { 
  NetworkView.RPC( "Detonate", Network.AllButMe );
  Detonate(); // no point going to the network and back to talk to myself
}

// RPC tells Unity to register this to listen for incoming network messages
[RPC]
Detonate() { // the usual stuff }

RPCs hurt my head a little – the message “Detonate”, and the barrel that did it, is sent to every other machine. All RPC calls automatically talk only to your clone on the other machine(s).