The “Input Manager” game object is just an empty game object, with a Network Identity component and a script attached to it. I have a feeling that I need to make Input Manager a “prefab”, so I can either register it into the ClientScene, or register it in the Network Manager. I may be incorrect on this one.
Is there a way not to make Input Manager a prefab, yet still allow the client / host to have authority over it?
In a multi-player game, the server owns all. The host is considered a client so even he doesn’t own any GameObject spawned by NetworkServer.Spawn() either.
I haven’t fully tested this yet but I think you have to:
You do know I was the same guy who posted the [Command] to [Clientcallback] to [ClientRpc] that you liked, right?
Anyway, I was told that I need to inherit Network Manager, overload some event methods, and make it so that it fits what I need to do.
Currently, Unity 5.1 doesn’t support Clients with Local Authorities over multiple prefabs. Unity 5.2 allows this, so I may need to fallback to 5.0 network code, try the 5.2 out, and decide from there. It’s either that, or try writing the Network Manager subclass.