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Question by Metrobinaya · May 15, 2018 at 04:44 AM · unity 5networkingprefabs

Dealing with prefabs in networking (UNET)

Greetings fellow enthusiasts,

I'll just cut to the chase. I am making a LAN game using UNET. I want to enable/disable a prefab when the player collides with a collider. I have instantiated the prefab and made a script for it and it works wonderfully. Now, I don't need to show the enable/disable on all clients. It would be affected only on the player, not others. However, there is a slight problem. The prefab didn't update the enable/disable during the scene is playing. It would update when I exited the scene.

Notes :
- I checked the prefab while it was runtime. The prefab was updated in the project folder but somehow it didn't show on the scene (hierarchy).
- Whenever I play back the scene. The prefab would inherent the properties form the previous scene.

Questions :
- Does setactive work on multiplayer? I assume it does since my scripts works. But please, further elaboration would be helpful
- Why does the prefab reacting this way (I'm not really good at working with prefabs)
- Does Unity support what I want to achieve?

Last Note :
Any help from people here would REALLY help me out a lot. If any of you need further information, please don't hesitate to ask here since I will be monitoring the thread frequently

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avatar image Metrobinaya · May 17, 2018 at 03:00 AM 0
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Note : It's not just gameobject prefabs, texts and everything aren't updated in realtime. Now I REALLY wonder what is causing this.

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