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Question by Tathorpe89 · Dec 17, 2016 at 10:57 AM · c#networkingvariablessynchronization

Variables not sync'd to clients

 public GameObject minionPrefab;
 public Transform minionSpawn;
 public int myTeam;
 public int enemyTeam;
 public List<Vector3> teamWaypoints;
 
 void Start () {
     InvokeRepeating("SpawnMinions",1,5);
 }

 void SpawnMinions()
 {
     teamWaypoints.Add(GameObject.Find("Cube1").transform.position);
     teamWaypoints.Add(GameObject.Find("Cube2").transform.position);
     teamWaypoints.Add(GameObject.Find("Cube3").transform.position);
     teamWaypoints.Add(GameObject.Find("Cube4").transform.position);

     var newMinion = (GameObject)Instantiate(minionPrefab, minionSpawn.position, minionSpawn.rotation);
     newMinion.GetComponent<MinionNavigation>().myTeam = myTeam;
     newMinion.GetComponent<MinionNavigation>().enemyTeam = enemyTeam;
     newMinion.GetComponent<MinionNavigation>().waypoints = teamWaypoints;
     NetworkServer.Spawn(newMinion);
 }

This only spawns my minion prefab with the correct variables on the master client. The rest of the minions get null values.

This is confusing me because I am setting them before the NetworkServer.Spawn call. Are they not being set on the master client before they are cloned to the rest of the clients?

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