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Question by pascal281 · Jan 10, 2018 at 01:47 PM · networkingmultiplayersynchronizationspawning problems

Problem with using Unity Spawnsystem (Unet / Multiplayer)

I am trying to spawn objects over Unet but somehow it only works when the host spawns them.

Those are the functions i use to spawn my objects. They are both part of a script which is attached to my playerprefab. red_road, blue_road and so on have are object prefabs which have a networking component attached to them.

  //Will spawn a road depending on the current selection.
  public void SpawnRoad(Vector3 position, Quaternion rotation)
  {
      GameObject road;
 
      switch (currentselection)
      {
          case 0:
              road = road_red;
              break;
          case 1:
              road = road_blue;
              break;
          case 2:
              road = road_yellow;
              break;
          default:
              road = road_green;
              break;
      }  
      CmdSpawnObject(road, position, rotation);  
  }

This is the command which gets called by the function above:

  //Will spawn the passed object.
  [Command]
  void CmdSpawnObject(GameObject road, Vector3 position, Quaternion rotation)
  {
      GameObject spawnedroad = Instantiate(road, position, rotation);
      NetworkServer.Spawn(spawnedroad);
  }

SpawnRoad() itself gets called by a trigger. Whenever the player clicks on that trigger the trigger will pass its position and rotation to the function.

Any idea what is wrong here ?

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