Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by manan77patel · Jun 11, 2016 at 07:08 PM · networkingmultiplayerspawning problems

[Multiplayer] Unable to spawn non-player object using NetworkServer.Spawn() call

I am new to Unity. I am working on the multiplayer networking concepts in unity by creating simple multiplayer Pong game. So far I have added Network Transform and Network Identity components to my Player object and fed Player object prefab to Network Manager's Player slot. So, now I am able to run multiple instances of game (one as host and other as client) and player movements are tracked and updated fine in both client and host.

Now I want to add a ball object (non-player object) to both the clients and detect collisions of this object with players and update ball position in all clients properly. For this, I have added Network Identity and Network Transform component to 'Ball' prefab and fed this prefab to Network Manager's Spawnable Prefabs slot. 'Ball' prefab also contains script to instantiate and spawn using NetworkServer.Spawn() method. But, ball is not spawn using this script. I am missing something here or Is there a better approach to this? Following is my code for spawning a ball object -

 using UnityEngine;
 using UnityEngine.Networking;
 using System.Collections;
 
 public class BallSpawner : NetworkBehaviour {
 
     [SerializeField]
     private GameObject ballPrefab;
 
     GameObject ball;
     NetworkHash128 ballAssetId;
 
     void Start()
     {
         ballAssetId = ballPrefab.GetComponent<NetworkIdentity>().assetId;
         ball = Instantiate(ballPrefab, Vector3.zero, Quaternion.identity) as GameObject;
     }
 
     public override void OnStartServer()
     {
         NetworkServer.Spawn(ball);
         base.OnStartServer();
     }
 }
 

Any help is highly apppreciated. I have wasted quite sometime solving this problem. Thanks

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image EpiFouloux · Jun 14, 2016 at 12:02 PM 0
Share

To what object is this script attached?

$$anonymous$$oreOver you should move all the content of Start() to OnStartServer()

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

Unity networking tutorial? 6 Answers

Only host can spawn objects on server, when the client tries to spawn an object it returns the error, "NetworkServer is not active. Cannot spawn objects without an active server." 1 Answer

UNET - Server is spawned in correct spawn position but players are spawned "half way" 0 Answers

Host Can Spawn Objects on all clients screen while the client can only spawn objects on their screen. Client Cannot Spawn Objects On The Server 1 Answer

Why are objects only spawning on host but not on remote clients? 3 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges