Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Mint92 · Apr 07, 2014 at 01:19 AM · c#instantiatenetworkspawningnetworkview

Player 2 not spawning

hey guys, im not sure why player 2 is not spawning properly. abit confused.

public void spawnPlayer()

{

GameObject playerObj = null;

NetworkView nView = null;

         // note: Network.Instantiate is a buffered call
         if (playerID == 0)
         {
             playerObj = (GameObject)Network.Instantiate(playerPrefab, spawnPoint1.transform.position, Quaternion.identity, playerID);        
             nView = (NetworkView)playerObj.GetComponent("NetworkView");
             Debug.Log("Spawned Player 1");
         }
         else
         {
             playerObj = (GameObject)Network.Instantiate(playerPrefab2, spawnPoint2.transform.position, Quaternion.identity, playerID);        
             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++;        
     }    

ive linked the spawn points and prefabs in my network manager object and nothing appears.

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image GEWLAR · Apr 08, 2014 at 01:07 PM 0
Share

Do you run both Client in an Editor? I had issues when i ran the server as compiled game and the client in the Editor.

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by Mint92 · Apr 11, 2014 at 12:08 PM

ive fixed it, they way i was spawning player 2 was crashing my game

 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, Quaternion.identity, 0);        
             nView = (NetworkView)playerObj.GetComponent("NetworkView");
             Debug.Log("Spawned Player 1");
         }
         else
         {
             playerObj = (GameObject)Network.Instantiate(playerPrefab2, SpawnPoint2.transform.position, Quaternion.identity, 1);        
             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++;        
     }    


this solves my problem :)

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

21 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How to update a script to a network script 1 Answer

Spawning prefabs dependant upon Health UI? 2 Answers

Instantiate a prefab as a child of an existing object? 1 Answer

Photon Gun Pickup Not Showing On All Screens 0 Answers

Instantiate is throwing my throwing my objects? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges