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How can I synchronize Instantiated children of a GameObject over Photon?
My situation: I have a Player object for each player in the game, and as I based this off of the official demo, the players show up correctly when connecting multiple clients. However, they also have children that are units under their command. These are instantiated later in the game, using code that is not tied in to any networking code whatsoever (just a simple instantiate command). Though the instantiation isn't broadcast, I assumed that PhotonView would automatically inform the others of the creation of new children from a prefab. This assumption was incorrect, and though the respective units appear in each players own game, units belonging to other players do not. Must I then inform everyone of the Instantiation, or is there something else I'm missing?
Answer by Bucee · Dec 23, 2017 at 03:40 PM
Found it out myself, I changed the Instantiate code lines to PhotonNetwork.Instantiate.
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