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Question by kylenoll123 · Oct 30, 2015 at 06:16 AM · physicsinstantiatemultiplayernetworkmultiplayer-networking

NetworkServer.Spawn spawns objects differently between clients

I'm pretty new to coding and using Unity, but I've run into this problem:

When I Instantiate a prefab into the scene (Which has a rigidbody) the physics simulates differently on clients' screens.

The code I use to Instantiate a simple rigidbody into the server is

GameObject body = Instantiate(deadbody, location.transform.position, location.transform.rotation) as GameObject; NetworkServer.Spawn(body);

The weird thing is, if I have a pre-existing rigidbody in the scene, it simulates the same on the clients' screens, but if I instantiate one it simulates differently.

I have a Network Transform, Network Identity, and Network View on the object I want to instantiate, and I've messed with all kinds of settings on all three of them. I just don't get why it doesn't act the same on all the clients' screens. Any help would be much appreciated as I've been trying to figure this out for hours. Thanks!

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