#Objects with a network Identity are not being spawned on client connection
27 messages · Page 1 of 1 (latest)
You said in the other channel the player is spawning? Any interest management involved? Visibility set to Default? Are they under a parent object?
Visibility is set to default, it is not under a parent object, only objects at the top of the hierarchy have a network identity.
Im not so sure about interest management
You'd know - there'd be a component on your network manager object for it
Are these scene objects or runtime instantiated and spawned?
These are scene objects, theres nothing to do with interest management
Sorry for the slow reply, i was booting my unity up
Multiple scenes or just one? I'd expect you to get warnings on clients if Mirror can't spawn something...make sure you're not hiding warnings from yourself in console
Just one, I've got everything showing up in console afaik. I'm on the bus home now so I'll have more answers and information in about 30 minutes
I remember back a month or so ago when I first started implementing it, things did spawn on the host.
So I can only assume things are actually loading on the server, but not connected clients
Do you have any idea what could be causing it?
Mirror is spawning the player normally via player prefab and auto create player?
Yeah the player is being spawned normally.
Its the other objects in the scene that wont spawn
I'm asking because "local player assigned" is an odd log entry
but when the player connects, it spawns the prefab in the "Player prefab slot" and auto create player is On
the player spawn method is random
@meager violet Sorry to necro this help, but its been months and i still cannot fix this issue.
Ive tried investigating similar posts ranging from the readniess of the client etc, none were applicable to my issue.
The Local player assigned log entry is derived from player.cs
Its code is provided here: https://pastie.io/dknorx.cs
Its used in relation to a matchmaker script i am using.
Server only is not enabled on any network identities.
Ive added a debug line to check if the client is being declared as ready by the server, it returns true
(Client disconnected here is just me closing the test)
We are recieving no errors or warnings related to networking.
The player prefab containing player.cs does contain a network identity, however successfully spawns.
All prefabs are registered in the spawnable prefabs list.
Me and my team have absolutely no idea what is causing this, or has been for months
We have attempted removing things such as Network transforms and other data with no success