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Question by WalledSanity · May 09, 2012 at 02:43 AM · prefabnetwork.instantiate

Network.Instantiate received non-matching number of view id's as contained in prefab

Hello I'm new to network scripting in Unity3D and I was following a tutorial create a simple multiplayer where one player can host a server other players can join in. Everything was going fine until I tried to run the game using the webplayer. When one player connects to another player using the webplayer they don't spawn and when I try to debug it the editor I get this error.

Network.Instantiate received non-matching number of view id's as contained in prefab

I'm not sure what this means as I can't find anyone else whose come across this error and it points to a .cpp file so I don't know where in the script is causing this error other than its my NetworkManager script. Here is the code.

 void Update()
 {
     if (refreshing) {
         if (MasterServer.PollHostList().Length > 0) {
             refreshing = false;
             Debug.Log(MasterServer.PollHostList().Length);
             hostData = MasterServer.PollHostList();
         }
     }
 }
 
 void SpawnPlayer()
 {
     GameObject player = Network.Instantiate(playerPrefab, spawnObject.position, Quaternion.identity, 0) as GameObject;
     // Assign the camera to follow the player.
     ChaseCamera camSys = GameObject.FindGameObjectWithTag("CameraSystem").GetComponent<ChaseCamera>();
     Transform target = player.transform.GetChild(2);
     camSys.target = target;
 }
 
 // Network Functions
 void StartServer () 
 {
     Network.InitializeServer(32, 25001, !Network.HavePublicAddress());
     MasterServer.RegisterHost(gameName, "New Adventure", "A new adventure awaits.");
 }
 
 void RefreshHostList()
 {
     MasterServer.RequestHostList(gameName);
     refreshing = true;
 }
 
 // Network Messages
 void OnServerInitialized()
 {
     Debug.Log("Server initialized!");
     SpawnPlayer();
 }
 
 void OnConnectedToServer()
 {
     SpawnPlayer();
 }
 
 void OnMasterServerEvent(MasterServerEvent mse)
 {
     if (mse == MasterServerEvent.RegistrationSucceeded) {
         Debug.Log("Registered Server!");
     }
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Answer by DuckyCrayfish · Oct 05, 2012 at 04:45 AM

Im having the same problem D: im getting that error in the console and every player instantiated shows up as "isMine"

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Answer by Sur wang · Nov 17, 2012 at 03:24 PM

Im having the same problem too, I don't know where is the wrong

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