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Question by armandas2005 · Feb 16 at 05:46 PM · networkingclienthost

unity netcode object doesnt get declared on client when instantiated

I'm currently trying to program a tower defense game. I'm pretty new to netcode which is why I run into some problems. I just have the problem that if the client instantiates something that it is not declared for him. It is spawned on all clients but in the script of the client the object is still null.

     public void SpawnObject()
     {
         if (IsServer)
         {
             instantiatedObj = Instantiate(objTOInst, new Vector3(0.7110749f, 0.32f, -0.09f), transform.rotation);
             instantiatedObj.GetComponent<NetworkObject>().Spawn();
         }
         else
         {
             Debug.Log("executed");
             SpawnOnServerRpc();
         }
     }
     [ServerRpc]
     void SpawnOnServerRpc(ServerRpcParams rpcParams = default)
     {
         SpawnClient();
     }
 
     void SpawnClient()
     {
         instantiatedObj = Instantiate(objTOInst, new Vector3(0.7110749f, 0.32f, -0.09f), transform.rotation);
         instantiatedObj.GetComponent<NetworkObject>().Spawn();
     }

instantiatedObj is null on the client even though it has been instantiated and spawned.

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