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Question by Wolfo · Aug 02, 2015 at 08:29 AM · multiplayernetworkspawnunity multiplayer

Network.Spawned objects won't show on new client

Hello, I've just recently got the Network.Spawn to actually spawn what I need on all Clients before I realized that when spawning an objects on all connected clients(through [Command]), it still won't show to a newly connected one. I do register prefabs on Start() of the Player GameObject and I get no problems when spawning on connected players, when a player joins instead, he gets this until the object is destroyed:

Did not find target for sync message for 4 UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate()

What am I doing wrong?

Command:

     [Command]
     public void CmdSpawnThrowable(Vector3 fwd, Vector3 pos, string name)
     {
         GameObject item = Instantiate(Resources.Load(name), pos, Quaternion.identity) as GameObject;
         if (item.GetComponent<Collider>())
             item.GetComponent<Collider>().isTrigger = false;
         else
             item.AddComponent<Collider>();
         Rigidbody body = item.GetComponent<Rigidbody>();
         if (!body)
             body = item.AddComponent<Rigidbody>();
         body.AddForce(fwd * 600 * body.mass);
         NetworkServer.Spawn(item);
     }

Call when Player presses a button:

                 if (isLocalPlayer)
                     CmdSpawnThrowable(player.transform.forward, player.righthand.transform.position, name);




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Answer by Wolfo · Aug 03, 2015 at 01:28 PM

I solved it, had to register prefabs with ClientScene.RegisterPrefab() before everything else.

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avatar image Linearch · Jan 26, 2016 at 10:30 PM 0
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Hi, I'm facing similar problem. Though I have put the prefab on $$anonymous$$yNetwork$$anonymous$$anager's spawnPrefabs list from the inspector. Do I still need to register it via script?

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