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Question by KPLloyd · Dec 08, 2016 at 08:20 AM · networkingspawner

Why wont this script network to client?

I am trying to have the localplayer tell the server to spawn a prefab and network it to all players. The prefab has network identity on it. My issue is the prefab wont spawn on the client (works as intended on the host/server). The script controlling the prefab spawning is as follows.

 using UnityEngine;
 using System.Collections;
 using UnityEngine.Networking;
 
 public class SnowpileController : NetworkBehaviour {
 
     public float spawnTime;
     
     private float nextTime;
     //  private GameObject[] powerupArray;
     public GameObject snowPile;
     // Use this for initialization
     void Start()
     {
         nextTime = Time.time+5;
         CmdSnowballSpawn();
     }
 
     // Update is called once per frame
     void Update()
     {
 
         if (Time.time > nextTime)
         {
             nextTime = nextTime + spawnTime;
             Debug.Log("trying to spawn");
             CmdSnowballSpawn();
         }
     }
     [ClientRpc]
     void RpcSnowballSpawn()
     {
         CmdSnowballSpawn();
     }
 
     [Command]
     void CmdSnowballSpawn()
     {
         var objs = FindObjectsOfType<SnowpileSpawn>();
         var spawnPos = objs[Random.Range(0, objs.Length)];
         var randX = Random.Range(0.0f, 1.0f);
         var randY = Random.Range(0.0f, 1.0f);
         var bullet = (GameObject)Instantiate(
         snowPile,
         spawnPos.transform.position + (new Vector3(randX, randY, spawnPos.transform.position.z)),
         spawnPos.transform.rotation);
         
         NetworkServer.Spawn(bullet);
     }
 }
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avatar image KPLloyd · Dec 08, 2016 at 09:58 PM 0
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Still baffled at why this wont work :(

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Answer by KPLloyd · Dec 09, 2016 at 05:07 AM

Ok, the reason this didn't want to work right was a combination of a few things. First, I was using isLocalPLayer on a NON-PLAYER object. I needed to use isClient instead. Secondly, the way I was placing the timer was a bit off. Finally, and not sure if this was necessary, I registered the prefab to the client. Here is my working script.

 using UnityEngine;
 using System.Collections;
 using UnityEngine.Networking;
 
 public class SnowpileController : NetworkBehaviour {
 
     public float spawnTime;
     [SyncVar]
     public float nextTime;
     [SyncVar]
     public float thisTime;
     //  private GameObject[] powerupArray;
     public GameObject snowPile;
     // Use this for initialization
     void Start()
     {
         ClientScene.RegisterPrefab(snowPile);
         if (isClient)
         {
             
             nextTime = Time.time;
         }
        // nextTime = Time.time;
         //CmdSnowballSpawn();
     }
 
     // Update is called once per frame
     void Update()
     {
         if (!isClient)
         {
             
             return;
         }
         thisTime = Time.time;
         if (thisTime - nextTime > spawnTime)
         {
             nextTime = thisTime;
             
             CmdSnowballSpawn();
         }
     }
     [ClientRpc]
     void RpcSnowballSpawn()
     {
         CmdSnowballSpawn();
     }
 
     [Command]
     void CmdSnowballSpawn()
     {
         Debug.Log("trying to spawn");
         var objs = FindObjectsOfType<SnowpileSpawn>();
         var spawnPos = objs[Random.Range(0, objs.Length-1)];
         var randX = Random.Range(0.0f, 1.0f);
         var randY = Random.Range(0.0f, 1.0f);
 
         var bullet = (GameObject)Instantiate(
         snowPile,
         spawnPos.transform.position + (new Vector3(randX, randY, spawnPos.transform.position.z)),
         spawnPos.transform.rotation);
         
         NetworkServer.Spawn(bullet);
     }
 }
 
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