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Question by iruizu · Jul 20, 2016 at 09:02 PM · networkingnetwork

UNET Can't spawn object, network server not active...

I am trying to make a player selection, where the player chooses his player from ui buttons and then spawns it. The script is working perfectly for the host player, but not for the connected clients.

     [Command]
     public void CmdSpawnCharacter() {
         ClientScene.RegisterPrefab(PlayerPrefab); 
         var spawn = NetworkManager.singleton.GetStartPosition();
         GameObject newPlayer = (GameObject)Instantiate(PlayerPrefab, spawn.position, spawn.rotation);
         NetworkServer.Destroy(this.gameObject);
 
         if (this.playerControllerId == 0)
         {
             NetworkServer.SpawnWithClientAuthority(newPlayer, this.connectionToClient);
         }
         if (this.playerControllerId > 0)
         {
             NetworkServer.SpawnWithClientAuthority(newPlayer, this.connectionToServer);
         }
 
     }

The object is being spawned on the client side, but as soon as it is spawned i get the error

" SpawnObject for RoguePlayer(Clone) (UnityEngine.GameObject), NetworkServer is not active. Cannot spawn objects without an active server. UnityEngine.Networking.NetworkServer:Spawn(GameObject) CharacterSelect:CmdSpawnCharacter() (at Assets/Scripts/CharacterSelect.cs:75) UnityEngine.EventSystems.EventSystem:Update() "

I searched in a lot of places, and mostly all of them said to make the spawn function a [Command], but it is already a command and is still not working.

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avatar image X_Magma · Nov 10, 2017 at 08:10 PM 0
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I have this issue aswell :(

avatar image UDN_9a915d40-27e1-405b-b1cc-83be8be3e71d X_Magma · Dec 27, 2017 at 09:36 AM 0
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@X_$$anonymous$$agma or @iruizu have you found a solution yet?

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Answer by UDN_9a915d40-27e1-405b-b1cc-83be8be3e71d · Dec 27, 2017 at 09:35 AM

BUMP - I have the exactly same problem! It's horrible how bad the support or documentation is on this...

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Answer by Chitoleejr · Jan 21, 2018 at 09:10 AM

I was having this issue when I was using a script from an external library. I used to write the script in a separate VS project and after I moved it inside the Unity project, it started working. Not sure why, the vs project might be missing references or is not syncing properly with Unity. I also noticed that the Network Channel info was missing in the component when using the external project.

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