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Question by AoG · Mar 14, 2016 at 09:17 AM · networkinginstantiatespawnspawnpoint

Clients moves to NetworkSpawnPositions at start

Hi!

Why does the clients gameobjects moves from [0,0,0] to the NetworkSpawnPosition instead of spawning at that position? Now our Clients gets stuck in walls and each other because of this insane behavior on their way to the NetworkSpawnPosition. Does anyone have any idea to stop this behavior and just have the GameObject pop up at the spawn position when a GameObject is instaniated?

We have overriden the OnLobbyServerCreateGamePlayer function and does this:

 public override GameObject OnLobbyServerCreateGamePlayer(NetworkConnection conn, short playerControlID)
     {
         Debug.Log("OnLobbyServerCreateGamePlayer");
         if(availableSpawnPoints.Count == 0)
         {
             for(int i = 0; i < startPositions.Count; i++)
             {
                 availableSpawnPoints.Add(startPositions[i].position);
             }
         }
 
         int randomSpawn = Random.Range(0, availableSpawnPoints.Count - 1);
         int randomPlayer = Random.Range(0, availablePlayers.Count - 1);
         
         GameObject playerPrefab = (GameObject)Instantiate(availablePlayers[randomPlayer], availableSpawnPoints[randomSpawn], Quaternion.identity);
 
         availableSpawnPoints.RemoveAt(randomSpawn);
         availablePlayers.RemoveAt(randomPlayer);
 
         return playerPrefab;
     }

This only happens on the Clients and not on Hosts GameObject.

Please help and have been stuck on this for hours now :( Let me know if you need any more information/code from me.

Best Regards Kalle

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