Basic GameObject Spawn using Server not working

Hi,

I’m currently Following this tutorial about Multiplayer Networking : https://unity3d.com/fr/learn/tutorials/s/multiplayer-networking

I have an issue with spell instantiation.

In my game I have two Hero, in the script that manages Hero casting spell, I check if isLocalPlayer,
and if player use F key, this function is called with right parameters :

    // This [Command] code is called on the Client …
    // … but it is run on the Server!
    [Command]
    void CmdFireball(int dX, int dY)
    {
        // On instancie une boule de feu en lui passant les parametres necessaires
        GameObject fireball = (GameObject)Instantiate(fireSpell, new Vector3(transform.position.x + dX * distanceFromHeroX, transform.position.y + dY * distanceFromHeroY), new Quaternion());
        fireball.GetComponent<SpellMovement>().SetDirection(dX, dY);
        fireball.transform.GetChild(0).GetComponent<SpellExplosion>().SetParameters(this, fireSpellDamages, fireEffectDamages, SpellType.Fire);

        NetworkServer.Spawn(fireball);
    }

NetworkManager has firespell prefab in Spawnable Prefabs.
My Firespell prefab has a Network Identity without box checked, a Network Transform, my hero too.

Firespell instantiation is done and move correctly on server application, on client application firespell is instantiating but not moving, a problem with SetDirection function…?

Thank you in advance for any answer. :slight_smile:

I think I found the solution. Fields I set with SetDirection function need to be [SyncVar].