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Question by Sruthin55 · Apr 15, 2016 at 01:18 AM · networkingnetworkspawn

Not able to instantiate an object on the Client using [Command] UNET

Hi I just have a problem with UNET and I've been stuck on for quiet a while now . Here is what I want. I want the host and the client to be able to instantiate an object

 public void objectPlacement() {
  if (isLocalPlayer) {
  if (Input.GetKeyUp(KeyCode.E))
  {
  Debug.Log("InsideKeyCodeE");
  placedObstaclesCounter++;
  Debug.Log ("placedObstaclesCounter");
  Debug.Log (playersObstacles.Length);
  if (placedObstaclesCounter < playersObstacles.Length)
  {
  Debug.Log("InsidePlace");
  CmdGenerateObstacles ();
 
  Debug.Log("InsidePlace222");
  }
  else
  {
  Debug.Log("Player1'sobstacleplacementisdone!");
  //lane.transform.position=endPosition.transform.position;
  //this.gameObject.SetActive(false);
  }
  //}
 
  }
 
  }
  }
 
  [Command]
  public void CmdGenerateObstacles ()
  {
  Debug.Log("InNetworkSpawn");
  GameObject prefab = playersObstacles [placedObstaclesCounter];
  spawnPosition = GameObject.Find (thisPlayerName).transform;
  GameObject newObstacle = Instantiate (prefab, spawnPosition.position,Quaternion.identity) as GameObject;
  movingObstacle = newObstacle;
  NetworkServer.Spawn (newObstacle);
  newObstacle.transform.parent = localPlayerPlane.transform;
  }

The host is successfully able to spawn an object and works fine , but nothing happens when I try to run it on the client . I have localplayerautority set and all the prefabs have network identity and are set as spoonable objects in network manager . Any help would be greatly appreciated

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