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Question by X_Magma · Nov 09, 2017 at 07:35 AM · networkinginstantiateprefabclient

Instantiated objects not showing on new clients [uNet]

I'm not the most skilled developer so I rely on tutorials a lot, however I can't figure out this thing. I'm making a 2D multiplayer survival game with zombies that automatically spawn. That works fine, but when a new client joins the game, the zombies that had previously been instantiated won't show on that client. Here's my code:

public class EnemySpawner : NetworkBehaviour { public float speed; public GameObject enemy;

 void Start()
 {
     CmdInvokeSpawnEnemy();
 }

 [Command]
 void CmdInvokeSpawnEnemy()
 {
     InvokeRepeating("RpcSpawnEnemy", 1, speed);
 }

 [ClientRpc]
 void RpcSpawnEnemy()
 {
     float x = Random.Range(-20, Camera.main.pixelWidth + 20);
     float y = Random.Range(-20, Camera.main.pixelHeight + 20);

     Vector3 target = Camera.main.ScreenToWorldPoint(new Vector3(x, y, 0f));
     target.z = 0f;

     GameObject enemyToSpawn = Instantiate(enemy, target, Quaternion.identity);
     NetworkServer.Spawn(enemyToSpawn);
     //Instantiate(enemy, target, Quaternion.identity);
 }

}

Could anyone alter my code to show me the fix please?

  • Jared

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Answer by ThaiCat · Nov 11, 2017 at 10:33 AM

NetworkServer.Spawn(enemyToSpawn); should be called on server, you call it on connected clients, because it is in [ClientRpc] void RpcSpawnEnemy()

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avatar image Bunny83 · Nov 11, 2017 at 11:22 AM 1
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Right, also Commands are ment to be methods that are run on the server and are called from clients while ClientRPCs are methods that run on the clients but are called from the server. I doubt you want a client to actually call the "CmdInvokeSpawnEnemy" method on the server.

Also keep in $$anonymous$$d that the object that is instantiated and "Spawned" need to have a NetworkIdentity component.

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