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Question by Limbo · Jun 25, 2017 at 10:32 AM · cameranetworkingmultiplayer

Multiplayer Client Missing Reference To Spawn Object

I've tried the multiplayer tutorial and I'm trying to spawn a Camera per player but on the Client side the Camera reference is missing, what am I doing wrong?

 [Command]
 protected void CmdSpawnCamera()
 {
     GameObject go = Instantiate(cameraGameObject);
     _camera = go.GetComponent<Camera>();
 
     NetworkServer.Spawn(go);
 
     RpcSpawnCamera(go);
 }
 
 [ClientRpc]
 protected void RpcSpawnCamera(GameObject go)
 {
     _camera = go.GetComponent<Camera>();
 }

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Answer by Killjow · Jun 25, 2017 at 11:14 AM

You cannot send a game object through an RPC call without adding a network identity. Also iirc you network.Spawn does not automatically add a network identity. Also make sure the camera is registered as a spawnable prefab.

Arguments to Remote Actions

The arguments passed to commands and ClientRpc calls are serialized and sent over the network. These arguments can be:

  • basic types (byte, int, float, string, UInt64, etc)

  • arrays of basic types

  • structs containing allowable types

  • built-in unity math types (Vector3, Quaternion, etc)

  • NetworkIdentity

  • NetworkInstanceId

  • NetworkHash128

  • GameObject with a NetworkIdentity component attached

  • Arguments to remote actions cannot be subcomponents of GameObjects, such as script instances or Transforms. They cannot be other types that cannot be serialized across the network.

https://docs.unity3d.com/Manual/UNetActions.html

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avatar image Limbo · Jun 25, 2017 at 05:44 PM 0
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I have everything setup like that and it doesn't work. I'm using unity 5.6.1f1

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