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Spawning Player 2 through network and giving it access to another script
Hey guys, Spawning ive spawned player 2 the right way now, but im having another problem.
 public void spawnPlayer()
     {
         GameObject playerObj  = null;
         NetworkView nView = null;
         
         // note: Network.Instantiate is a buffered call
          if (Network.peerType == NetworkPeerType.Server)
         {
             playerObj = (GameObject)Network.Instantiate(playerPrefab, SpawnPoint1.transform.position, SpawnPoint1.transform.rotation, 0);        
             nView = (NetworkView)playerObj.GetComponent("NetworkView");
             Debug.Log("Spawned Player 1");
         }
         else
         {
             playerObj = (GameObject)Network.Instantiate(playerPrefab2, SpawnPoint2.transform.position, SpawnPoint2.transform.rotation, 1);    
             transform.position = new Vector3(-1,0,0);
             nView = (NetworkView)playerObj.GetComponent("NetworkView");
             Debug.Log("Spawned Player 2");            
         }
         
         if (Network.peerType == NetworkPeerType.Server)
         {
             Debug.Log("Server spawning player" + Network.player);
         }
         else
         {
             networkView.RPC("Log", RPCMode.Server, "Client spawning player" + Network.player);
         }
         
         nView.RPC("SetOwner", RPCMode.AllBuffered, Network.player);
         
         playerID++;
         playerCount++;        
     }    
 
               both players spawn from empty gameobjects SpawnPoint1 and SpawnPoint2. player one works fine and the control for the turret is locked like it should be, but spawning player 2 turret is not locking. what have i missed ?
               Comment
              
 
               
              It's better to have this specific question for your problem, but close your previous question by selecting an answer because it is corrected.
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