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.
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