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Eco-Editor · Aug 22, 2017 at 08:16 AM ·
networkingspawncloneavatarroom
Why I have a cloned prefab when spawning gameObjects?
I have a room setting, that each player can join on its time. There are avatars in the room. They didn't have authority so I used the NetworkIdentity.Spawn(gameObject); in the start function. Now, when the server and the client in the same room I have double avatars , as if they multiply! Editor show me that each avatar is cloned. Seriously, why is it happening and how can this be avoided?!
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