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               Question by 
               PyroSneak · Jun 09, 2013 at 07:42 PM · 
                instantiatenetworkclientnetwork.instantiate  
              
 
              Network.Instantiate only Instantiates on one client.
what happens is that I have clients connect to a host, who is also a client. once the game starts a new scene loads with a object that sets up the team and class of the player. however right now it only has a spawn button. this spawn button should instantiate the player, then destroy itself. however when instantiating, using Network.Instatiate it only instantiates on the client who called it.
I have no idea what's going on and have searched many times throughout this site and youtube and the unity reference manual for answer but I can't seem to get it working.
Here's the code
 #pragma strict
 
 var spawns : GameObject[];
 var testplayer : GameObject;
 
 function Start () {
 
 }
 
 function Update () {
 
 }
 
 function OnConnectedToServer(){
 
 }
 
 function OnGUI(){
     GUILayout.BeginVertical('Box');
     if(GUILayout.Button("spawn player")){
         Network.Instantiate(testplayer, spawns[0].transform.position, Quaternion.identity, 0); 
         Destroy(gameObject);    
     }
 }
 
              
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