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Question by DerpingBuddha · Jun 05, 2013 at 03:24 AM · instantiatespawnserverclient

Client/Server Network Instantiate Problems/Client Can't Connect

First time posting on here, because I decided to see if I could find answers to my problems on here but everybody's code looked similar to mine and worked.

Anyways, I have a button that says "start Server", which will cause the server to be made and create a prefab (which is FPC). Only problem is it can't instantiate the prefab due to an error saying:

Network instantiated object, Main Camera, has a missing script component attached

UnityEngine.Network:Instantiate(Object, Vector3, Quaternion, Int32) SpawnScript:Spawnplayer() (at Assets/MyAssets/SCripts/SpawnScript.cs:22) SpawnScript:OnServerInitialized() (at Assets/MyAssets/SCripts/SpawnScript.cs:12) UnityEngine.Network:InitializeServer(Int32, Int32, Boolean) Connect:OnGUI() (at Assets/MyAssets/SCripts/Connect.cs:30) My code looks like this:

Transform playerPrefab = Network.Instantiate(playerPrefab, transform.position, transform.rotation, 0);

I'm sure it is wrong, because I tried to C# a javascript example, and I have not really touched a programming language since 07 in high school (C++)!

For my second problem, I can't get the client to connect to the server created in the first step above. The button is triggered but I can't seem to connect to the server and spawn in.

My "Client" button code looks like this:

 if(GUILayout.Button("Connect As Client"))
 { 
 Network.useNat = false; 
 Network.Connect (connectToIP,connectPort);
 }

my "SpawnPlayer" code looks like this:

 void Spawnplayer()
 {
 Transform playerPrefab = Network.Instantiate(playerPrefab, transform.position, transform.rotation, 0);
 }

Any help would be nice, as I tried to figure out this problem by myself and I was up till 3 am this morning trying to convert java into C#, which ultimately lead to erasing the script and starting over.

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avatar image Benproductions1 · Jun 05, 2013 at 04:29 AM 0
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Does the playerPrefab have a networkView attached?

avatar image DerpingBuddha · Jun 05, 2013 at 04:32 AM 0
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Yes, it does. I just checked it, that was the one thing I knew it needed from the start after reading tutorials!

avatar image Benproductions1 · Jun 05, 2013 at 04:53 AM 0
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Why are you setting the reference to a player to the instance instantiated by the network?

avatar image DerpingBuddha · Jun 05, 2013 at 04:57 AM 0
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I was following this code (which is in javascript)

 public var playerPrefab : Transform;
 
 
 function OnServerInitialized(){
     Spawnplayer();
 }
 
 function OnConnectedToServer(){
     Spawnplayer();
 }
 
 function Spawnplayer(){
     
     var myNewTrans : Transform = Network.Instantiate(playerPrefab, transform.position, transform.rotation, 0);
 
 }
avatar image Benproductions1 · Jun 05, 2013 at 05:00 AM 0
Share

So how did you come to the conclusion that replacing myNewTans with playerPrefab, which already exists, is a good idea?

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