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Question by RER1200 · Apr 10, 2019 at 04:36 PM · networkingnetworkserverclienthost

Trying to store a variable for all clients

This is probably a very simple problem but I would just want to know the best way to do this. I am spawning AI objects in a multiplayer game when the host hosts the game. The script to spawn the AI is on the player object which is probably not ideal but works fine. When another client joins, he should not spawn AI objects because they are already spawned. I currently have a dedicated object with a Network Identity and a class with just a [SyncVar] bool called hasSpawnedAI which is initially false. Once the host has created the room and the AI objects have been spawned this bool becomes true; When a client joins he checks for this bool and if it is false he does not spawn the AI objects.

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