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Question by ZeWitcher · May 03, 2017 at 03:20 PM · networkingmultiplayerspawnnetworkviewbandwidth

Custom network ID values

Hello,

I am trying to make a multiplayer game with randomly generated maps. When players connect, the server sends them a seed, so that the same "random" map is generated for everyone.

I want some of the elements of this map such as enemies (say about 200) have NetworkViews. However, I do not want to call Spawn 200 times! Instead I want to have each client locally initialize the 200 network instances. Since clients have the same seed, they should all initialize the same way. And then from there, other network stuff are actually transmitted across clients. I believe that would be very bandwidth efficient!

Basically, I want to have more control over what data needs to be actually sent, especially with Network.Spawn, so that bandwidth is not used redundantly. But my main problem is that I do not know how to manually set a network view's netId!

This makes me wonder, how efficiently does Unity handle spawning NetworkView instances that were already placed in the scene from the start? (i.e. they were put there from the editor) If it does something like I wanted to achieve above, then there could potentially be a way to mimic it!

Your response is appreciated :)

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