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Question by Zero123 · Feb 22, 2016 at 09:14 AM · networkingunity5spawn

unet game spawning player at spawn points not working

Hello everyone I am having an issue with unity's networking system during the loading of the game scene and the spawning of the player. Sometimes it works fine and sometimes it does not. In the game scene i have 3 spawn points all having the network start position component attached to them. When I do testing with 2 clients or more, it seems that 1 player spawns at the correct location (randomly at one of the 3 spawn points as expected) however the other player spawns at a location no where near any of the 3 spawn points. I cant seem to figure out why it behaves this way. The spawning method on my network lobby manager that i am using is random spawn , iv also tried round robin however that's not working as well. At this point I want to override the spawning code to specifically spawn the player using my own logic.

Do note that this is a lobby scene scenario, so initially we add all the players to a lobby and after all players are ready we then use a ServerChangeScene() method to load the game scene. It seems what i need probably executed after this bit of code.

Can anyone help me with what may be the problem, or tell me which function do i need to override to control the spawn point selection myself for my player to spawn in . Also does anyone know where i can go or if its possible to look at the low level code behind the networking functions, its very difficult to use them as black boxes i need to understand the underlying instruction. I want to understand exactly in which order the network manager calls its functions normally (in order to go all the way from establishing a connection to spawning the player in game, what are the API calls in the middle)

Thanks

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avatar image Bawbieboo · May 30, 2017 at 05:19 PM 0
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i have the same problem!!!

avatar image Bawbieboo Bawbieboo · May 30, 2017 at 05:19 PM 0
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did you find out how to fix it???

avatar image Shogetsu Bawbieboo · Sep 25, 2018 at 10:22 AM 0
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Did you fix this problem?

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