Question by 
               Wittz8 · Oct 15, 2020 at 05:52 PM · 
                multiplayermultiplayer-networkingmirror  
              
 
              Mirror not working
 public override void OnStartServer()
     {
         base.OnStartServer();
         
         CmdSpawnArmy(Piece.Nationality.Austria, "Bohemia", Size.small);
     }
 
     [Command]
     void CmdSpawnArmy(Piece.Nationality nationality, string region, Size size)
     {
         GameObject piece = new GameObject();
 
         Vector3 position = GameObject.Find("/Map/" + region + "/Placement").transform.position;
         position = new Vector3(position.x, position.y + 10, 0);
 
         switch (size)
         {
             case Size.small:
                 piece = Instantiate(smallArmy, new Vector3(0f, 0f, 0f), Quaternion.identity);
                 break;
             case Size.medium:
                 piece = Instantiate(mediumArmy, new Vector3(0f, 0f, 0f), Quaternion.identity);
                 break;
             case Size.large:
                 piece = Instantiate(largeArmy, new Vector3(0f, 0f, 0f), Quaternion.identity);
                 break;
         }
 
         piece.transform.parent = GameObject.Find("/Pieces").transform;
         piece.GetComponent<Piece>().nationality = nationality;
         piece.GetComponent<Piece>().region = region;
 
         NetworkServer.Spawn(piece);
     }
 
               Why does this not work? I've set up my network manager and everything. When I use the HUD to start the server, it doesn't spawn the objects like I want it to. I added Mirror functionality to this -- it does what it's supposed to do singleplayer without Mirror, so it's something I'm getting wrong with Mirror.
               Comment
              
 
               
              Your answer