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Question by yout897 · Apr 04, 2015 at 08:58 PM · c#playerspawningno error

This Code Does Not Spawn A Player Why?

using UnityEngine; using System.Collections;

public class NetworkManager : MonoBehaviour {

 public Camera standbyCamera;
 SpawnSpot[] spawnSpots;

 // Use this for initialization
 void Start () {
     spawnSpots = GameObject.FindObjectsOfType<SpawnSpot>();
     Connect ();

 }
 
 // Update is called once per frame
 void Connect () {

     PhotonNetwork.ConnectUsingSettings ("V1");

 }

 void OnGUI () {

     GUILayout.Label (PhotonNetwork.connectionStateDetailed.ToString ());
         
 }

 void OnJoinedLobby (){

     PhotonNetwork.JoinRandomRoom ();
 }

 void OnPhotonRandomJoinFailed (){
     
     PhotonNetwork.CreateRoom (null);
 }

 void OnJoinedRoom (){

     SpawnMyPlayer ();

 }
 void SpawnMyPlayer (){
     if (spawnSpots == null) {
         
         return;
     }
     
     SpawnSpot mySpawnSpot = spawnSpots[Random.Range(0,spawnSpots.Length)];
     
     PhotonNetwork.Instantiate ("PlayerController",mySpawnSpot.transform.position,mySpawnSpot.transform.rotation,1);
     standbyCamera.enabled = false;
     
 }
 //mySpawnSpot.transform.position,mySpawnSpot.transform.rotation

}

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avatar image Addyarb · Apr 05, 2015 at 06:15 AM 0
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right before you instantiate, put Debug.Log (spawnSpots.Length); What does it return?

avatar image yout897 · Apr 05, 2015 at 11:44 PM 0
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I fixed this problem but I have a new problem over here

http://answers.unity3d.com/questions/941020/nullrefenceexception-on-object-please-help.html

If you could help me there have been looking for an answer for hours.

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Answer by WazzaM · Apr 06, 2015 at 02:20 PM

Hi there

1) I tried to follow the link you gave but got Access Denied by the forum (?) so I'm answering here.

2) I think the problem with the Instantiate(..) call is the issue. What will be instantiated? see below...

Normally with Instantiate() calls you need either an existing GameObject to clone or a Prefab but a string (object name?) is almost never supported. It's possible you don't get a compile error because an overload is expecting to get an hierarchy path to an object to clone.

A simpler and often better way is to make a public GameObject field in your class and then set that to the prefab or Scene object using the Inspector Window.

If you are now getting a NullReferenceException this could explain it... but I make no guarantees - I haven't tried the Photon API.

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