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Question by DOelbaum · Feb 27, 2018 at 10:14 PM · networkingnetworkunityeditorspawningnetworkplayer

Spawn networked player then add local object references [UNET]

Hey friends,

I'm new to the UNet Universe and am just trying to figure out how to get the NetworkManager to spawn a player and then have that networked player know about non-networked objects (GameManager, UI, etc.). I have tried creating my own NetworkManager and overwriting OnServerAddPlayer but of course, I would only be able to pass in local objects from the server there and not the local client objects which is what I'm after.

I'm sure it's really simple but I am new to this and have been searching for an answer for a while but haven't come across anything. Thanks in advance for your help!

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Answer by Chik3r · Feb 27, 2018 at 11:54 PM

Hi @DOelbaum
What I think you should do is have your own NetworkManager (A class derived from NetworkManager) and override OnServerAddPlayer() with this:

 // called when a new player is added for a client
 public virtual void OnServerAddPlayer(NetworkConnection conn, short playerControllerId)
 {
     var player = (GameObject)GameObject.Instantiate(playerPrefab, playerSpawnPos, Quaternion.identity); 
 // Add your references.
     NetworkServer.AddPlayerForConnection(conn, player, playerControllerId);
 }

More Info: https://docs.unity3d.com/Manual/UNetManager.html

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