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Network Object Spawner
Esteban Maldonado edited this page Sep 21, 2022
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4 revisions
This class lets you spawn a new GameObject
on the active networked session. There are 2 main methods which are SpawnNewNetworkObject
and SpawnNewNetworkObjectChangeOwnershipToClient
. The 2nd one is used when spawning the player spaceships for each connected player/client.
List of methods and overloads:
SpawnNewNetworkObject:
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Prefab:
The prefab to spawn. -
DestroyWithScene:
Defaults totrue
, set if you one the prefab to destroy with the scene.
SpawnNewNetworkObject:
-
Prefab:
The prefab to spawn. -
Position:
Set the position to spawn the prefab. -
DestroyWithScene:
Defaults totrue
, set if you one the prefab to destroy with the scene.
SpawnNewNetworkObject:
-
Prefab:
The prefab to spawn. -
Position:
Set the position to spawn the prefab. -
Rotation:
Set the rotation of the spawned prefab. -
DestroyWithScene:
Defaults totrue
, set if you one the prefab to destroy with the scene.
SpawnNewNetworkObjectChangeOwnershipToClient:
-
Prefab:
The prefab to spawn. -
Position:
Set the position to spawn the prefab. -
newClientOwnerId:
The id of the client who will own the object. -
DestroyWithScene:
Defaults totrue
, set if you one the prefab to destroy with the scene.
Using these methods, you instantiate a prefab on the hosting server and replicate it on all clients. More information on object spawning here.
Developer guide:
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Important code classes:
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Characters: