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Question by megabrobro · Jun 16, 2018 at 06:16 PM · networkingmultiplayerprefabsnetwork.instantiate

problem using OnStartServer() for unity multiplayer networked game

Hello everyone I am making a football game which you control one player from the team. It will connect 11v11 players per server (using a "Host" acting as server and client, and other clients connecting to them)

I believe I have followed the examples and information provided by Unity to the letter, but I can't seem to get it working properly.

The problem: My code seems to work fine, provided I open the 'Host' instance from the Unity Editor, but if I make the full build version the Host it doesnt work.

Strangely all my player-objects will all spawn and act exactly as I intended, but the ball will not spawn unless the 'Host' instance is the one opened inside Unity Editor. I've made the Ball a Network Identity, NetworkTransform etc and Registered Prefab in the NetworkManager in inspector.

Here's the code I am using to spawn the ball on the server, what could be the problem as I really have no ideas, thanks:

 using UnityEngine;
 using UnityEngine.Networking;
 
 public class MatchdayManager : NetworkBehaviour {
 GameObject ballPrefab;    
 
 private void Awake()
 {
     DontDestroyOnLoad(this);
 
     ballPrefab = Resources.Load<GameObject>("Prefabs/Ball");
 }
 
 public override void OnStartServer()
 {
     Debug.Log("on server start called");
     GameObject go = Instantiate(ballPrefab);
     NetworkServer.Spawn(go);
 }
 
 
 }

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