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Question by daipayan123 · Feb 24, 2016 at 10:54 AM · assetbundleprefabsinstantiate prefabnetworkviewnetwork.instantiate

Prefab error while using Network.Instantiate

Using unity 4.7.

I am using the Bundle Manager plugin(https://www.assetstore.unity3d.com/en/#!/content/14035) from the asset store to bundle my scenes for a game that i am building. I am facing an error with Network.Intantiate. Following is the code block

if (PlayerPrefs.GetString("serverType" == "MobileGlobal" ? Network.isClient : true)

{

var playerNumber : int;

var spawnPos : Transform;

var myNewTrans : Transform;

// if (Network.isClient) {

playerNumber = parseInt(Network.player+"";

spawnPos = spawnPositons[playerNumber - (PlayerPrefs.GetString("serverType" == "MobileGlobal" ? 1 : 0)];

var carToSpawn : Transform = playerPrefabs[PlayerPrefs.GetInt("ChangeModel"];

Debug.Log("Spawning car: " + carToSpawn);

myNewTrans = Network.Instantiate(carToSpawn, spawnPos.position, spawnPos.rotation, 0);

Debug.Log("Debug 1";

myNewTrans.SendMessage("SetMissileDisplay", missileDisplay);

Debug.Log("Debug 2";

camFollow.target = myNewTrans;

Debug.Log("Debug 3";

mapCam.SendMessage("SetTarget", myNewTrans);

Debug.Log("Debug 4";

}

Here, while running it with the android debugger i get an error saying the object has to be a prefab in the project view. I don't understand this because the object IS a prefab... Also i should mention that this error only shows while trying to bundle it and only with Network.Instantiate(trying a multiplayer mode). The normal Instantiate(Single player) works just fine and also that this error is only with the asset bundling. The full apk works perfectly fine.

Any help would be appreciated greatly. Thanks in advance.

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