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Question by Working_Robot · May 25, 2016 at 09:41 PM · c#networkingserverclientcommand

Unet: [Command] not running

I have t$$anonymous$$s code:

 using UnityEngine;
 using UnityEngine.Networking;
 using System.Collections;
 
 public class ChatPlayer : NetworkBehaviour {
 
     // Use t$$anonymous$$s for initialization
     void Start () {
         
     }
     
     // Update is called once per frame
     void Update () {
         if (Input.GetKeyDown (KeyCode.Q))
             CmdHello ();
     }
 
     [Command]
     void CmdHello(){
         print ("Hello!");
     }
 }

T$$anonymous$$s script is in a player spawn prefab, and as you can see, if you press q, the client sends a command to print hello in its console. When I do press q, the server, nor client gets a message saying "Hello!".

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Answer by Working_Robot · May 25, 2016 at 09:59 PM

I had an inactive GameObject w$$anonymous$$ch was a copy of the prefab. I put my script there, instead of the actual prefab. :(

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