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Network Instantiate problems
I am currently trying to write a small server and client for a game I am making with a small group. I am still quite at the beginning, just creating and testing the login/register system, with some basic game logic running on the server.
I want to create a completely authoritative server, the clients handle input and output only. I want to have the game world running on the server, and when a player connects, he gets thrown into the 'persistent' world.
I am currently struggling to make the 'persistent' thing work. I am using Network.Instantiate(), and it kinda works. I suspend working through the queue of buffered objects until the correct level is loaded, but I have the feeling this is not the best way of creating a persistent world, so any suggestions are appreciated.
The real issue I am having is even more problematic: the instantiated objects don't appear on clients, when I use a standalone build, only in the editor, and I don't have any idea what's causing this.
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