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Question by ClownOfMadness · Aug 21, 2021 at 09:41 AM · networkingmirror

Different Prefab for each new connected client?

Trying to make it so that the second player joining the server would receive different prefab. This is what I believed would do the job:

 public class CustomNetwork : NetworkManager
 {
     public Transform player1Position;
     public Transform player2Position;
     public GameObject player1Prefab;
     public GameObject player2Prefab;
 
     public override void OnServerAddPlayer(NetworkConnection conn)
     {
         if (numPlayers == 0)
         {
             Transform start1 = player1Position;
             GameObject player1 = Instantiate(player1Prefab, start1.position, start1.rotation);
             NetworkServer.AddPlayerForConnection(conn, player1);
         }
         else
         {
             Transform start2 = player2Position;
             GameObject player2 = Instantiate(player2Prefab, start2.position, start2.rotation);
             NetworkServer.AddPlayerForConnection(conn, player2);
         }
     }
 }

But as result i can see 2 different player in the host client (and can move the player 1), but on the connected client I see 0 players, not mine and not the host.

This is the error I receive: alt text

fusa0.png (31.0 kB)
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