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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;
}
}
}
Comment
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;
}
}
}