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Question by terabix · Aug 12, 2018 at 09:15 AM · multiplayermultiplayer-networking

Code works on host but not on client

I have multiplayer networking code that works on host but not on client. On client FindObjectOfType fails to retrieve the BoardManager. However, it might be happening with the others as I encountered a similar error before. Can anyone explain why Unity can only retrieve an object once and how to get my code working?

     //Function of GameManager
     void Start() {
         playerCount = 0;
         net_manager = FindObjectOfType<NetworkManager>();
         board_manager = FindObjectOfType<BoardManager>();
         terrain_manager = FindObjectOfType<TerrainManager>();
         selection_manager = FindObjectOfType<SelectionManager>();
         unit_build_menu_manager = FindObjectOfType<UnitBuildMenuManager>();
         terrain_info_panel_controller = FindObjectOfType<TerrainInfoPanelController>();
         unit_info_panel_controller = FindObjectOfType<UnitInfoPanelController>();
 
         terrain_manager.InitializeManagers(this, board_manager);
         board_manager.InitializeManagers(this, terrain_manager);
         selection_manager.InitializeManagers(terrain_manager, board_manager, terrain_info_panel_controller, unit_info_panel_controller);
         unit_build_menu_manager.InitializeManagers(this, selection_manager, board_manager);
 
         terrain_manager.FetchMapData();
 
         max_players = terrain_manager.GetMaxPlayers();
         playerList = new ArrayList();
         currentTurn = 0;
     }

    //Function of BuildingController
     public void InitiateManagers(GameManager game_manager, BoardManager board_manager)
     {
         this.game_manager = game_manager;
         this.board_manager = board_manager;
 
         Debug.Log(board_manager); //returns null
 
         board_manager.RegisterBuilding(this.gameObject); //throws an exception
     }
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avatar image IvovdMarel · Aug 12, 2018 at 01:18 PM 0
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The only reason this would fail because in the client there is no Board$$anonymous$$anager object. Perhaps it is destroyed on a scene switch? Or was it never Instantiated on the client?

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Answer by terabix · Aug 12, 2018 at 01:49 PM

I found the issue. You have to call NetworkServer.SpawnObjects() on the server.

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