Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by TouchMyNeck · Jul 19, 2018 at 03:51 PM · multiplayer-networking

UNET Custom Spawn Functions never called. Tearing my hair out

Hi, I am attempting to implement some custom spawn handlers as described in :

https://docs.unity3d.com/2018.1/Documentation/Manual/UNetCustomSpawning.html

However I cannot for the life of me get any of my spawning functions to be called. In all related threads this issue is caused by the prefab to be spawned being registered with the network manager. However i have confirmed this is not the case and have tried with many different prefabs.

Here is my spawner code which is a stripped down version of the example given in the docs :

 using UnityEngine;
 using UnityEngine.Networking;
 using System.Collections;
 
 public class SpawnManagerExample : MonoBehaviour
 {
     public GameObject m_Prefab;
     
     public NetworkHash128 assetId { get; set; }
 
     public delegate GameObject SpawnDelegate(Vector3 position, NetworkHash128 assetId);
     public delegate void UnSpawnDelegate(GameObject spawned);
 
     public GameObject newPlayer;
 
     void Start()
     {
         assetId = m_Prefab.GetComponent<NetworkIdentity>().assetId;
         newPlayer = (GameObject)Instantiate(m_Prefab, Vector3.zero, Quaternion.identity);
         
 
         ClientScene.RegisterSpawnHandler(assetId, SpawnObject, UnSpawnObject);
     }
 
     public GameObject GetPlayer()
     {
         Debug.Log("GETTING PLAYER");
         return newPlayer;        
     }
 
     public GameObject SpawnObject(Vector3 position, NetworkHash128 assetId)
     {
         Debug.LogError("CUSTOM SPAWNER CALLED");
         GameObject newGameObject = GetPlayer();
         newGameObject.transform.position = new Vector3(5.0f, 5f, 5.0f); 
 
         return newGameObject;
     }
 
     public void UnSpawnObject(GameObject spawned)
     {
         Debug.Log("Re-pooling GameObject " + spawned.name);
         spawned.SetActive(false);
     }
 }


The RegisterSpawnHandler method is definitely being called as confirmed by networkmanager debug logs:

RegisterSpawnHandler asset 'e0727344931b63b428c654250030de52' SpawnObject/UnSpawnObject UnityEngine.Networking.ClientScene:RegisterSpawnHandler(NetworkHash128, SpawnDelegate, UnSpawnDelegate) SpawnManagerExample:Start() (at Assets/SpawnManagerExample.cs:22)

And this is the part of a script that calls the spawn:

    private SpawnManagerExample spawnManager;
 
     void Start()
     {
 
         spawnManager = GameObject.Find("SpawnManager2").GetComponent<SpawnManagerExample>();
 
 
     }
 
     private void Update()
     {
         if (splitscreenAmount < 1)
         {
             if (Input.GetButtonDown("CreateAnotherLocalPlayer") && isLocalPlayer)
             {
                 
                 CmdSpawnSplitScreenPlayerWithClientAuthoity();
 
                 splitscreenAmount++;
             }
 
         }
         
     }
 
 
     [Command]
     private void CmdSpawnSplitScreenPlayerWithClientAuthoity()
     {
         var newPlayer = spawnManager.GetPlayer();
 
         NetworkServer.Spawn(newPlayer, newPlayer.GetComponent<NetworkIdentity>().assetId);
     }



I have attempted many different variations of the NetworkServer.Spawn method and have ensured assetIds match with the registered spawn handler, but the SpawnManagers spawnObject method is never called.

Strangely the SpawnManagers unSpawnObject is called when the server is shutdown, but not by using the NetworkManager.unSpawn method .

I've now tried everything i can think of so any help would be much appreciated :(

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

87 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Do I need to learn about multiplayer concepts before creating a game 2 Answers

how to sync object active with unet 0 Answers

Unity MLAPI ServerRPC not getting called 2 Answers

OnCollisionEnter does not working with MLAPI 0 Answers

How many maximum concurrent users does unity allows for multiplayer for free? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges