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Question by xwheat32x · Sep 10, 2014 at 04:08 AM · networkingnetworknetwork.instantiate

Having problems with Network.Instantiate

The following code only spawns one character controller when I'm testing this (with two builds on separate computers connected to the same server). My problem is, I want it to spawn more than one character controllers(they are already prefabs in the variables) for every player in the game. Here's the section of the code (changed a bit to make the question make more sense) I am using to make this happen:

 var WhoIsEnemy : int
 var IAmPlayer : int //defines which player number you are
 var HowManyReady : int //defines how many players are ready to begin the game | not important

 function RandomEnemy(){
     if(NetworkPeerType.Server)
     {
         WhoIsEnemy = Random.Range(1, (HowManyReady+2));
         Debug.Log("Enemy is Player " + WhoIsEnemy);
         networkView.RPC("EnemyIsF", RPCMode.All, WhoIsEnemy);
     }
 }
 
 @RPC
 function EnemyIsF(EnemyIs : int){
     WhoIsEnemy = EnemyIs;
     StartGame();
 }
 
 function StartGame(){
     if(WhoIsEnemy == IAmPlayer)
     {
         Network.Instantiate(EnemyPrefab, transform.position, transform.rotation, 0);
     }
     else
     {
         Network.Instantiate(HumanPrefab, transform.position, transform.rotation, 0);
     }
 }

Update: I've been working on changing this code to work and it still only spawns 1 character controller that every player controls. Help please.

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Answer by TrollHachem · Sep 11, 2014 at 03:12 PM

In the editor , does it instantiate 1 Object , or 2 objects but both players control only 1 if it's 2 Objects ,then you forgot to deactivate controls for the Player that is not "Yours" , you have to check if it's yours using networkView.isMine , if it's not yours simply deactivate the control scripts and the camera.

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