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Question by AtomicMarine · Jun 29, 2013 at 10:15 PM · instantiatemultiplayernetworkserver

Do I need to instantiate multiplayer assets?

Do I need to instantiate a prefab in order for it to be seen on the server?

Example is that I have a scene with a prefab with a network view and I want other players to see it, must it be instantiated? or can it just be present in the scene?

am super new to multiplayer code:

Thanks guys!

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avatar image dorpeleg · Jun 30, 2013 at 07:20 AM 0
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I don't think you have to show it on the server side at all.

As long as your code knows that it needs to show it to the players.

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Answer by Drshk7 · Jun 30, 2013 at 08:40 AM

It does not have to be instantiated. It can just be presented on the scene.

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avatar image AtomicMarine · Jun 30, 2013 at 11:00 AM 0
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so when the other players connect the main character will be present?

avatar image Drshk7 · Jun 30, 2013 at 03:14 PM 0
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No. You should always Network.Instantiate players.

avatar image Drshk7 · Jun 30, 2013 at 03:17 PM 0
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So for every player that joins, it has its own unique player. Don't forget to add networkview.is$$anonymous$$ine restrictions. If you don't, when you move, every character that's network.instantiated moves with it. For example, you press "w" to move forward, all the players move forward. Read about it.

avatar image AtomicMarine · Jun 30, 2013 at 04:26 PM 0
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Thank you so much for your help :) I will accept your answer (for forum karma). Just one last question, is it simple to set NetworkView.is$$anonymous$$ine? or is it a more complex process?

avatar image Drshk7 · Jun 30, 2013 at 05:03 PM 1
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Yes. You just disable the scripts on the player. And then make a script that enables them if networkview.is$$anonymous$$e = true so that you only control your player

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