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Question by andysctu · Mar 02, 2016 at 07:34 PM · playernetworkspawnspawningsync

Spawn dynamic players over network

I am trying to spawn players based on their respective local information, and I've tried several methods but none are working to my needs so far.

The situation: 1) Upon opening the game, you will need to login. This grabs your user info from an external web service and stores it in a game object.

2) Player 1 starts as a host. (What we want to happen here is player 1 builds a custom game object based on his user info, and registers it with the NetworkManager, so when he starts the game his custom gameobject is spawned)

3) Player 2 connects as a client. (We want the same thing to happen here, but instead we create and register a different gameobject based on Player 2's info, so that when he connects to the Host, both the Host and all other clients will see his custom game object)

Any ideas?

I've tried using RPC's and CMD's, but then I can't get NetworkAnimations to work...

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