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This question was closed May 31, 2017 at 10:04 AM by MichaelJT for the following reason:

Problem is not reproducible or outdated

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Question by MichaelJT · May 09, 2017 at 12:49 PM · networkingmultiplayermultiplayer networkingauthoritative

SpawnWithClientAuthority issues

Okay,

 playerCamera = (GameObject)Instantiate(playerCamera, transform.position + cameraOffset, cameraRotation);
     NetworkServer.SpawnWithClientAuthority(playerCamera, this.gameObject);

This is the code I'm using to spawn cameras for each of my players.

My camera is a network spawnable prefab. It's spawned as part of the player because it's a free floating follow camera not designed to be parented to anything.

Whenever I have "Local Player Authority" checked on the NetworkIdentity checkbox, it doesn't actually give ownership, and as such the camera will never actually turn on.

However if I uncheck Local Player authority, ownership transfers, but it doesn't work right. Every player will use the camera of the last player to join.

 if (hasAuthority)
         {
            cam.enabled = true;
             mic.enabled = true;
         }

This should only apply to the camera that the player has authority over. However it seems that the last player to join is turning on that camera for everyone.

Been trying to figure this out for too long and it's getting quite frustrating.

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