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Question by ghostravenstorm · Apr 27, 2017 at 06:22 PM · networkingsynchronizationsingleton

Game Manager singleton doesn't sync across the network

I have a Game Manager singleton that doesn't appear to be working at all.

I'm trying to spawn a timer object in my singleton script but I get this error.

alt text

My variable for my timer object isn't being set.

 public class GameManager : NetworkBehaviour{
 
    public static GameManager singleton;
 
    public GameObject countdownTimerPrefab;
    public Text uiText;
 
    [SyncVar] public GameObject roundTimer;
 
    void Awake(){
       if(singleton == null){
          singleton = this;
          DontDestroyOnLoad(gameObject);
       }
       else{
          Destroy(gameObject);
       }
    }
 
    void Start(){
       CmdInitializeTimer();
    }
 
    [Command]
    private void CmdInitializeTimer(){
       this.roundTimer = GameObject.Instantiate(countdownTimerPrefab);
       NetworkServer.Spawn(roundTimer);
       this.roundTimer.GetComponent<CountdownTimer>().Initialize(3, 0, this.uiText, this.OnTimerExpired);
       this.roundTimer.GetComponent<CountdownTimer>().StartTimer();
    }
 
    public void OnTimerExpired(){
 
    }
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Answer by ghostravenstorm · Apr 27, 2017 at 07:44 PM

I made a different script on a different game object that exists with the scene like my singleton only this object's script is not a singleton and my timer instance works as intended. I don't know why. I just don't know what's up with networked singletons.

 public class TimerManager : NetworkBehaviour{
 
    public Text uiText;
    public GameObject countdownTimerPrefab;
    public GameObject roundTimer;
 
    private void Start(){
       if(isServer){
          this.roundTimer = GameObject.Instantiate(countdownTimerPrefab);
          NetworkServer.Spawn(this.roundTimer);
          this.roundTimer.GetComponent<CountdownTimer>().Initialize(0, 10, this.uiText, this.OnTimerExpired);
          this.roundTimer.GetComponent<CountdownTimer>().StartTimer();
       }
    }
 
    private void OnTimerExpired(){
       Debug.Log("Timer Expired");
       // End game event.
       // Get highest scored earned.
    }
 }
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