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Question by mickey-evers · Jan 30, 2018 at 02:35 AM · networkingserverlobbynetwork.instantiateserverside

Dedicated server lobby problem

I am trying to make a dedicated server for my game. (testing in the tanks multiplayer first).But I am having problems with the lobby on the servers side. When the server is running and a player connects I want to show on the server that that player is connected. alt text On the client side the player is showing correctly and on the dedicated server the player is not showing correctly. On the client side the Prefab is automaticly updating and on the server side not. The code below is to Instantiate the prefab.

     public override GameObject OnLobbyServerCreateLobbyPlayer(NetworkConnection conn, short playerControllerId)
     {
         base.OnLobbyServerCreateLobbyPlayer (conn, playerControllerId);
         GameObject obj = Instantiate(lobbyPlayerPrefab.gameObject) as GameObject;

         LobbyPlayer newPlayer = obj.GetComponent<LobbyPlayer>();
         newPlayer.ToggleJoinButton(numPlayers + 1 >= minPlayers);

         for (int i = 0; i < lobbySlots.Length; ++i)
         {
             LobbyPlayer p = lobbySlots[i] as LobbyPlayer;

             if (p != null)
             {
                 p.RpcUpdateRemoveButton();
                 p.ToggleJoinButton(numPlayers + 1 >= minPlayers);
             }
         }


         obj.transform.SetParent(playerListContentTransform, false);



         return obj;
     }



When the prefab is Instantiated the script that is attached to the prefab gets updated. But the problem is that it doesn't get executed properly. Can somebody help me?![alt text][2] [2]: /storage/temp/110346-schermafbeelding-2018-01-30-om-032453.png

schermafbeelding-2018-01-30-om-032453.png (107.7 kB)
schermafbeelding-2018-01-30-om-031719.png (191.0 kB)
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