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Question by LpHiX · Feb 20, 2017 at 10:22 AM · networkinginstantiatenetworkvariablevariables

How to create a object that can only be seen by one player?

I am instantiate a object, then have it hidden from other players, how do I do this? I am currently trying to set it to an id that is the same as the player that is creating it, then I hide it from everybody. When I try to debug this, I debugged the id of the object and the second player's id is null, anybody knows why?

 public class ObjectID : MonoBehaviour {
 
     public void SetObjID(string _player, BuildingSystem _bs)
     {
         string objID = _player;
         BuildingSystem bs = _bs;
 
         GameObject _gameObject = this.gameObject;
         bs.hidePreview(objID, _gameObject);
         Debug.Log(20000);
         Debug.Log(objID);
     }
 }

That's my script on the object.

 public void hidePreview(string _objectID, GameObject preview)
 {
     if (_objectID != playerID)
     {
         preview.GetComponent<Renderer>().enabled = false;
         Debug.Log(100000);
     }
     Debug.Log(300000);
 }

This is the script I use to hide it

     GameObject curPrev = Instantiate(currentObject.preview, currentPos, Quaternion.identity) as GameObject;
     curPrev.GetComponent<ObjectID>().SetObjID(playerID, this);

This is the script I use to create the object.

Anybody help please? The ID for the local client works, but for the other one it just says "Null" when I Debug.Log(objID);

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