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Question by jackson1412able · Oct 06, 2017 at 11:15 PM · networkingnetworknetwork instantiate

[URGENT] Problem with synchronizing objects loaded from server for multiplayer

Hi guys, how to synchronize an object that is loaded from a server?

When I tried running the game with the object (simple 3d cube) placed in the hierarchy window, the objects do synchronize in the players' game. I use the Network manager HUD script. The object will spawn after choosing to be a host or joining a host.

But when I built the asset bundle of this object and upload it to a server, the object would not synchronize in the players' game and this object was spawned even before I choose to be either the host or to join a host..

Please help...

I did attach the network identity script to the object. Here is my LoadAsset script:

 using System.Collections;
   using System.Collections.Generic;
   using UnityEngine;
   using UnityEngine.Networking;
   
   public class LoadAsset : MonoBehaviour {
   
       public GameObject cube;
   
       // Use this for initialization
       void Start () {
           StartCoroutine(InstantiateObject());
       }
   
       IEnumerator InstantiateObject(){
           string url = "http://192.168.137.1:8080/cube";
           UnityWebRequest request = UnityWebRequest.GetAssetBundle (url, 0);
           yield return request.Send ();
           AssetBundle bundle = ((DownloadHandlerAssetBundle)request.downloadHandler).assetBundle;
           cube = bundle.LoadAsset<GameObject> ("Cube");
           Instantiate (cube);
       }
   }


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