I’m pretty green with the Unity networking stuff so the answer is probably pretty simple. ![]()
I have a simple prefab that is instantiated with Network.Instantiate only on the host. The object then appears on all clients as well as the host, but they do not remain in sync. e.g. The object on the host sits still on the “floor” while the object on the client falls thru the level.
When I check the object in the object graph it does not have a NetworkView component. I was under the impression that Network.Instantiate handled that for me. Does it handle it at a lower level and abstracts the NetworkView component away from me?
I can provide code, or answer any questions if I am being too obtuse in my question.
Thanks in advance folks!