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Question by Belangia · Apr 21, 2015 at 02:33 PM · networkinginstantiatemultiplayerphoton

How do you access a photonNetwork.Instantiate Object

I am asking this question and replying the answer. This is only because I am not seeing it posted anywhere when I was learning how to do this.

Example** photonNetwork.Instantiate(PrefabName,transform.position,transform.rotation,0);

That is as far as any detailed example would go. I found that if you need to do more things after you have created this you would end up searching for hours.

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avatar image Hrungdak · Apr 23, 2015 at 06:05 AM 0
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You should post your answer below and accept it as answer, so your question does not appear in the list of unanswered questions.

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Answer by Belangia · Apr 23, 2015 at 08:43 AM

a simple solution is to grab the PhotonView that will be created with the prefab.

change the code above to this instead.

 PhotonView photonView = photonNetwork.Instantiate(PrefabName,transform.position,transform.rotation,0) .GetComponet();

you can then call scripts from that instanced object like so.

 photonView.transform.gameObject.GetComponet().PublicMethod(Values);

Tid bit that I thought would help.

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Answer by stefanplc · Dec 16, 2016 at 11:59 AM

In one of my scripts I had my object be instantiated inside OnJoinedRoom() and I wasn't able to access it outside of that function. A solution that I found however is that I could declare a GameObject variable and then assign the instantiated object to it. So something like this:

 GameObject Player;
     
 public override void OnJoinedRoom() {
    GameObject Instantiate = PhotonNetwork.Instantiate("Player", Vector3.zero, Quaternion.identity, 0);
    Player = Instantiate;
 }

Hope this helps!

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