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Question by ManishOtaval · Nov 07, 2019 at 04:10 PM · networkingmultiplayerplayerspawn

ReplacePlayerForConnection works but...

I have a phantom player and i want replace it with player prefab selected by user. NetworkServer.ReplacePlayerForConnection works well on server side but not working on client side.

I need phantom player on first place then replace it with user selected player prefab.

I have a custom NetworkManage script named NetNamager. That spawns phantom player. And i want phantom player spawns user selected player and replace it with itself.

What's going wrong?

Here it is my script

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.Networking;
 
 public class Phantom : NetworkBehaviour
 {
     // Player Prefabs
     public GameObject[] playerSelect;
 
     //Position & Rotation For New Player
     Transform spawnPoint;
 
     // Selected Player Index
     public int playerIndex;
 
     void Start()
     {
         // Assign NetworkStartPosition Randomly
         spawnPoint = NetManager.singleton.GetStartPosition();
     }
 
     void Update()
     {
         // Replace character with assigned keyboard F button
         if (Input.GetButtonDown("Action"))
         {
             CmdReplacePlayer();
         }
     }
 
     [Command]
     void CmdReplacePlayer()
     {
         // Instantiate Selected Player Locally
         GameObject player = Instantiate(playerSelect[playerIndex], spawnPoint.position, spawnPoint.rotation);
 
         // Store Connection For Server in Variable
         var connectionServer = connectionToClient;
         // Store Connection For Client in Variable
         var connectionClient = connectionToServer;
 
         if (isServer)
         {
             print("Replacing Sever Player...");
             // Destroy This Player(Phantom Player)
             Destroy(gameObject);
 
             // If you are Server spawn & replace character with connectionToClient on server
             NetworkServer.Spawn(player);
             NetworkServer.ReplacePlayerForConnection(connectionServer, player, playerControllerId);
         }
         else
         {
             print("Replacing Client Player...");
             // Destroy This Player(Phantom Player)
             Destroy(gameObject);
 
             // If you are Client spawn & replace character with connectionToServer on server
             NetworkServer.Spawn(player);
             NetworkServer.ReplacePlayerForConnection(connectionClient, player, playerControllerId);
         }
     }
 }
 

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avatar image lgarczyn · Nov 10, 2019 at 12:47 AM 0
Share

What exactly do you mean by phantom player? Is it a role in your game?

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