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Question by
el_bugmc · Sep 28, 2015 at 06:36 AM ·
script.problem during runtimeonline game
The object cube must be a prefab in the project view
I was trying to make an online connection to create a cube with a script and GameObject object game like I put a script (which I show below) and gave me this error The object must be a prefabricated cube in the project view . UnityEngine.Network:Instantiate(Object , Vector3 , Quaternion , Int32 ) Instantiate : OnNetworkLoadedLevel () ( Assets / Scripts Tutorial Multiplayer - FenixDiscom / Instantiate.js : 4) UnityEngine.GameObject : SendMessage (String, SendMessageOptions ) ConnectionGUI : Ongui () ( Assets / Scripts Tutorial Multiplayer - FenixDiscom / ConnectionGUI.js : 27)
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script connection gui
var remoteIP = "127.0.0.1";
var remotePort = 25000;
var listenPort = 25000;
var useNAT = false;
var yourIP = "";
var yourPort = "";
function OnGUI () {
// Checking if you are connected to the server or not
if (Network.peerType == NetworkPeerType.Disconnected)
{
// If not connected
if (GUI.Button (new Rect(10,10,100,30),"Connect"))
{
Network.useNat = useNAT;
// Connecting to the server
Network.Connect(remoteIP, remotePort);
}
if (GUI.Button (new Rect(10,50,100,30),"Start Server"))
{
Network.useNat = useNAT;
// Creating server
Network.InitializeServer(32, listenPort);
// Notify our objects that the level and the network is ready
for (var go : GameObject in FindObjectsOfType(GameObject))
{
go.Send$$anonymous$$essage("OnNetworkLoadedLevel",
Send$$anonymous$$essageOptions.DontRequireReceiver);
}
}
// Fields to insert ip address and port
remoteIP = GUI.TextField(new Rect(120,10,100,20),remoteIP);
remotePort = parseInt(GUI.TextField(new
Rect(230,10,40,20),remotePort.ToString()));
}
else
{
// Getting your ip address and port
ipaddress = Network.player.ipAddress;
port = Network.player.port.ToString();
GUI.Label(new Rect(140,20,250,40),"IP Adress: "+ipaddress+":"+port);
if (GUI.Button (new Rect(10,10,100,50),"Disconnect"))
{
// Disconnect from the server
Network.Disconnect(200);
}
}
}
function OnConnectedToServer () {
// Notify our objects that the level and the network are ready
for (var go : GameObject in FindObjectsOfType(GameObject))
go.Send$$anonymous$$essage("OnNetworkLoadedLevel",
Send$$anonymous$$essageOptions.DontRequireReceiver);
}
script instantiate
var SpaceCraft : Transform;
function OnNetworkLoadedLevel () {
// Instantiating SpaceCraft when Network is loaded
Network.Instantiate(SpaceCraft, transform.position, transform.rotation, 0);
}
function OnPlayerDisconnected (player : NetworkPlayer) {
Network.RemoveRPCs(player, 0);
Network.DestroyPlayerObjects(player);
}