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Question by rob5300 · Nov 17, 2014 at 10:55 AM · networknetwork.instantiatenetworkviewid

ViewIds being different on the other client.

Hello, i am having some trouble with the Unity networking.

I at the moment have no objects with a network view attached (i have removed all others for now to solve t$$anonymous$$s problem), only the Players that get instantiated.

My problem is when a client joins the server, somehow the view ids are completely different for the 2 players in the world, on the server it could be 3 and 4, but on the other client its 52 and 53.

To create the players i just use Network.Instantiate after the server/ client is connected.(To be clear, the server creates its own player, and the clients create their own player) I do not use any RPC to do t$$anonymous$$s. I always thought Network.Instantiate made sure that the networkview on said object created was correctly allocated.

The line i use:

 OurPlayer = (GameObject)Network.Instantiate(Resources.Load("MultiplayerPrefabs/First Person Character"), SpawnPosition, Quaternion.identity, 0);

Does anyone know what i can do to solve t$$anonymous$$s?

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