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Question by armandas2005 · Feb 17 at 10:02 AM · networkinginstantiatespawnclient

Problem with instantiating and declaring objects in Netcode on client

hey guys, does anyone know why "instantiatedObj" is not getting declared on client

 public class HelloWorldPlayer : NetworkBehaviour
 {
     //public NetworkVariable<Vector3> Position = new NetworkVariable<Vector3>();
     public GameObject objTOInst;
     //public NetworkVariable<Transform> returnVariable = new NetworkVariable<Transform>();  
     public GameObject instantiatedObj;
 
     public override void OnNetworkSpawn()
     {
         //Calling check function if player is Server or Client
         if (IsOwner)
         {
             SpawnObject();
         }
     }
 
     public void SpawnObject()
     {
         if (IsOwner)
         {
             //if server, object is spawned
             if (IsServer)
             {
                 instantiatedObj = Instantiate(objTOInst, new Vector3(0.7110749f, 0.32f, -0.09f), transform.rotation);
                 instantiatedObj.GetComponent<NetworkObject>().Spawn();
             }
             //else server RPC is called
             else
             {
                 SpawnOnServerRpc();
             }
         }
     }
     [ServerRpc]
     void SpawnOnServerRpc(ServerRpcParams rpcParams = default)
     {
         PlayerRpc();
     }
     void PlayerRpc()
     {
         instantiatedObj = Instantiate(objTOInst, new Vector3(0.7110749f, 0.32f, -0.09f), transform.rotation);
         instantiatedObj.GetComponent<NetworkObject>().Spawn();
     }
 }

it is spawned but instantiatedObj is somehow still not declared in inspector

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