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Question by danny_appel · Aug 24, 2021 at 08:44 PM · instantiatephotonargument

PhotonNetwork.Instantiate Argument Error.

Hey all, I dont get why this isnt working? I get this error when im trying to build and run the game.

Assets\IslandSpawnManager.cs(24,39): error CS1503: Argument 1: cannot convert from 'UnityEngine.GameObject' to 'string'

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class IslandSpawnManager : Photon.MonoBehaviour
 {
     GameStats gameStats;
 
     public List <GameObject> islandPrefabs = new List<GameObject>();
     public List <Vector3> islandSpawnPoints = new List<Vector3>();
 
     public int groupOne = 1;
 
 
     void Update()
     {
         gameStats = FindObjectOfType<GameStats>();
 
         if (gameStats.totalIslandSpawns >= 1)
         {
             var randomIsland = Random.Range(0, islandPrefabs.Count);
             var randomSpawnPoint = Random.Range(0, islandSpawnPoints.Count);
 
             PhotonNetwork.Instantiate(islandPrefabs[randomIsland], islandSpawnPoints[randomSpawnPoint], Quaternion.identity, 0);
 
             islandSpawnPoints.Remove(islandSpawnPoints[randomSpawnPoint]);
             islandPrefabs.Remove(islandPrefabs[randomIsland]);
             gameStats.totalIslandSpawns -= 1;
         }
     }
 }

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Answer by danny_appel · Aug 24, 2021 at 08:49 PM

If I change the code to this; it works but then it isnt server wide since im not using PhotonNetwork.Instantiate.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class IslandSpawnManager : Photon.MonoBehaviour
 {
     GameStats gameStats;
 
     public List <GameObject> islandPrefabs = new List<GameObject>();
     public List <GameObject> islandSpawnPoints = new List<GameObject>();
 
     public int groupOne = 1;
 
 
     void Update()
     {
         gameStats = FindObjectOfType<GameStats>();
 
         if (gameStats.totalIslandSpawns >= 1)
         {
             var randomIsland = Random.Range(0, islandPrefabs.Count);
             var randomSpawnPoint = Random.Range(0, islandSpawnPoints.Count);
 
             Instantiate(islandPrefabs[randomIsland], islandSpawnPoints[randomSpawnPoint].transform.position, Quaternion.identity);
 
             islandSpawnPoints.Remove(islandSpawnPoints[randomSpawnPoint]);
             islandPrefabs.Remove(islandPrefabs[randomIsland]);
             gameStats.totalIslandSpawns -= 1;
         }
     }
 }
 
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