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Question by danny_appel · May 07 at 01:41 PM · photon

PhotonNetwork.Instantiate creates multiple instead of one.

Hi all,

I'm trying to spawn a certain gameobject only once, but if I try to play with 2 or 3 players, it will either spawn twice in all clients, or it will spawn only in 1 client and the other 2 doesnt have anything in it. What am I doing wrong?

And the gameobject that I mean is at the bottom, the "SpecialSceneClone".

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Homebase_MapGenerator : Photon.MonoBehaviour
 {
     private GameStatus gameStatus;
     private GameSettings gameSettings;
     public PhotonView photonView;
 
     public int currentSeed;
 
     public Transform[] allTerreinSpawnPoints;
     public Transform[] allLootableSpawnPoints;
 
     [SerializeField] private List<Transform> lootSpawnPoints = new List<Transform>();
     [SerializeField] private List<Transform> terreinSpawnPoints = new List<Transform>();
 
 
     [Header("All Spawnable Objects.")]
     public GameObject[] spawnableLootObjects;
     public GameObject[] spawnableGrass;
     public GameObject[] spawnableTrees;
     public GameObject[] spawnableRocks;
     public GameObject[] spawnableJunk;
     public GameObject[] spawnableSpecialScenes;     // These will be handmade, with a certain collider around them so they can 'destroy' other spawnable objects in his vicinity. They are tagged with "SpawnableObject".
 
     [Header("All counts of spawnable objects, depending on terrein.")]
     public int lootObjectSpawnCount = 3;
     public int grassSpawnCount = 30;
     public int treesSpawnCount = 10;
     public int rocksSpawnCount = 10;
     public int junkSpawnCount = 15;
     public int specialSceneSpawnCount = 1;
 
     private void Awake()
     {
         gameStatus = FindObjectOfType<GameStatus>();
         gameSettings = FindObjectOfType<GameSettings>();
         photonView = GetComponent<PhotonView>();
 
         currentSeed = gameSettings.currentHomeBaseSeed;
         Random.InitState(currentSeed);
         Debug.Log("Current seed is:   " + currentSeed + " / " + gameSettings.currentHomeBaseSeed);
 
         foreach (var item in allLootableSpawnPoints)
         {
             lootSpawnPoints.Add(item);
         }
 
         foreach (var item in allTerreinSpawnPoints)
         {
             terreinSpawnPoints.Add(item);
         }
 
         GeneratingMap();    
     }
 
     private void GeneratingMap()
     {
         while(lootObjectSpawnCount >= 1)
         {
             var randomObject = Random.Range(1, spawnableLootObjects.Length);
             var randomSpot = Random.Range(1, lootSpawnPoints.Count);   
 
             GameObject lootSpawnClone = Instantiate(spawnableLootObjects[randomObject], lootSpawnPoints[randomSpot]);
             lootSpawnClone.transform.localRotation = Quaternion.Euler(new Vector3(0, Random.Range(0f, 360f), 0));
             lootSpawnPoints.RemoveAt(randomSpot);
             lootObjectSpawnCount -= 1;
             
         }
         
         while (grassSpawnCount >= 1)
         {
             var randomObject = Random.Range(1, spawnableGrass.Length);
             var randomSpot = Random.Range(1, terreinSpawnPoints.Count);
 
             GameObject grassSpawnClone = Instantiate(spawnableGrass[randomObject], terreinSpawnPoints[randomSpot]);
             grassSpawnClone.transform.localRotation = Quaternion.Euler(new Vector3(0, Random.Range(0f, 360f), 0));
             terreinSpawnPoints.RemoveAt(randomSpot);
             grassSpawnCount -= 1;
         }
 
         while (treesSpawnCount >= 1)
         {
             var randomObject = Random.Range(1, spawnableTrees.Length);
             var randomSpot = Random.Range(1, terreinSpawnPoints.Count);
 
             GameObject treeSpawnClone = Instantiate(spawnableTrees[randomObject], terreinSpawnPoints[randomSpot]);
             treeSpawnClone.transform.localRotation = Quaternion.Euler(new Vector3(0, Random.Range(0f, 360f), 0));
             terreinSpawnPoints.RemoveAt(randomSpot);
             treesSpawnCount -= 1;
         }
 
         while (rocksSpawnCount >= 1)
         {
             var randomObject = Random.Range(1, spawnableRocks.Length);
             var randomSpot = Random.Range(1, terreinSpawnPoints.Count);
 
             GameObject rockSpawnClone = Instantiate(spawnableRocks[randomObject], terreinSpawnPoints[randomSpot]);
             rockSpawnClone.transform.localRotation = Quaternion.Euler(new Vector3(0, Random.Range(0f, 360f), 0));
             terreinSpawnPoints.RemoveAt(randomSpot);
             rocksSpawnCount -= 1;
         }
 
         while (junkSpawnCount >= 1)
         {
             var randomObject = Random.Range(1, spawnableJunk.Length);
             var randomSpot = Random.Range(1, terreinSpawnPoints.Count);
 
             GameObject junkSpawnClone = Instantiate(spawnableJunk[randomObject], terreinSpawnPoints[randomSpot]);
             junkSpawnClone.transform.localRotation = Quaternion.Euler(new Vector3(0, Random.Range(0f, 360f), 0));
             terreinSpawnPoints.RemoveAt(randomSpot);
             junkSpawnCount -= 1;
         }
 
         while (specialSceneSpawnCount >= 1 && photonView.isMine)
         {
             var randomObject = Random.Range(0, spawnableSpecialScenes.Length);
             var randomSpot = Random.Range(1, terreinSpawnPoints.Count);
 
             GameObject specialSceneClone = PhotonNetwork.Instantiate(spawnableSpecialScenes[randomObject].name, terreinSpawnPoints[randomSpot].transform.position, Quaternion.identity, 0);
             specialSceneClone.transform.localRotation = Quaternion.Euler(new Vector3(0, Random.Range(0f, 360f), 0));
             terreinSpawnPoints.RemoveAt(randomSpot);
             specialSceneSpawnCount -= 1;
             photonView.RPC("SendingSpecialSceneCount", PhotonTargets.AllBuffered, specialSceneSpawnCount);
 
         }
     }
 
 
     [PunRPC]
     public void SendingSpecialSceneCount(int specialscenecount)
     {
         specialSceneSpawnCount = specialscenecount;
     }
 }
 


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