Network Instantiate Entire Scene?

I’d like to do something where I create my scene in the editor and network instantiate everything over to the clients. Is this possible, or do I have to place all my objects in code? Thanks in advance.

i don’t see the point in doing this, can you explain a bit more.
you will fill your bandwith with sending data to all clients that isn’t realy needed.

I’m making a game where the client only sees a radar version of the real universe. The real universe is only shown on the monitor that the server is connected to. I wanted to network instantiate the entire scene over because I don’t want to create it twice.

What is stopping you from doing that?

Why not just place them in the editor, then load the scene on the server and client. If a scene has objects with a NetworkView, those views are reserved for that scene and will sync up automatically in most cases.

Would it take too much bandwidth as appels has mentioned?

The client and server scenes have to look different. The client is a “radar” view, while the server is the “universe”, or camera view.

I don’t really see the point in doing that although you could create your scene and package it up into a prefab and add a network view and then all you would need to do is attach this script to a spawn object.

var scene : Transform;

function Start () {
 var clonedScene : Transform = Network.Instantiate(scene, transform.position, transform.rotation, 1);
}

That should if I’m right instantiate the scene object, someone correct me if I am wrong. Although a may be mistaken as do you mean instantiate the actual scene(the level) or the contents of the scene?

In a networked game you want to send as less traffic as possible over the wire since not all users have huge bandwidth available.
So with that in mind it realy depends on what you want to achieve and find the best way to do that.
It’s not because objects are present in the scene that they have to stay in the same place. you can move stuff around through script.
you can also load a scene additive.

So your goal is to have objects rendered differently on server vs. client? That shouldn’t affect level creation or network setup in the slightest.

Just have your scripts reconfigure the object hierarchy on startup based on whether or not the current context is a server.

Hey guys, I figured it out.

Thanks for your help!