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Question by $$anonymous$$ · Aug 08, 2019 at 09:35 AM · networkingprefabplayercustomclient-server

Unet - PlayerPrefab changed on host side, but not updated on client side ?

NetworkLobbyManager spawns a temporary player into the play scene, which I want to replace with user chosen player prefab.

temporary player has a following script

 public class ReplacePlayer_Net : NetworkBehaviour
 {
 public int chosenCharacter;
 public GameObject[] characters;  

 public void ReplacePlayerButton()  
 {
     chosenCharacter = //whatever character user choses  
     CmdReplacePlayer(characters[chosenCharacter]);  
     // is called after 1 sec because calling it on start gives "This Mesh Collider requires the mesh to be marked as readable in order to be usable with the given transform." error
 }  

 [Command]
 public void CmdReplacePlayer(GameObject newPrefab)
 {
     NetworkConnection conn = this.connectionToClient;
     
     GameObject NewPlayer = Instantiate(newPrefab, transform.position, transform.rotation);

     NetworkServer.Spawn(NewPlayer);

     NetworkServer.Destroy(gameObject);

     NetworkServer.ReplacePlayerForConnection(conn, NewPlayer, 0);

     if (Debug.isDebugBuild)
     {
         Debug.Log("Player Replaced");
     }
 }


it does destroy old prefabs on both client and host side but new prefabs are only visible on host side, client side stays empty.

how do I call the change on client side ?

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Answer by $$anonymous$$ · Aug 09, 2019 at 05:08 PM

I'm retarded. I spent 2 days on this. turns out I forgot to add prefabs to registered spawnable prefabs.

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