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Question by Ragequit0605 · Feb 21, 2017 at 04:43 AM · networkingnetwork.instantiate

Unity 5 Networking prefab spawning not making child a local player.

 #pragma strict
 import UnityEngine.Networking;
 class Queue extends NetworkBehaviour
 {
 var Car : GameObject;
 var queueing : boolean;
 var timer : GameObject;
 var manager : GameObject;
 function Start () 
     {
         ClientScene.RegisterPrefab(Car);
         timer = GameObject.Find("GlobalTimer");
         manager = GameObject.Find("NetworkManager");
     }
 
 function Update () 
     {
         ClientScene.RegisterPrefab(Car);
         if(Input.GetKeyDown(KeyCode.F2))
             {
                 queueing = !queueing;
                 Debug.Log(queueing);
             }
 
         if(queueing == true && timer.GetComponent(RaceTimer).starting == true)
             {
                 var c = Instantiate(Car);
                 NetworkServer.Spawn(c);
                 Destroy(gameObject);
             }
 
     
     }
 }

This is my script for spawning the vehicle and while it actually spawns, the vehicle detects that it's not a "local player" whereas spawning it first without being spawned by this script turns "local player" true. I have searched for countless hours for a solution but I haven't got anywhere.

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