Network.Instantiate group id issues

I am having problems getting Network.Instantiate to pass the group id along.

on the server:

GameObject player_obj = (GameObject)Network.Instantiate(Resources.Load("Player"), new Vector3(0,8,0), Quaternion.identity,i);

I had i outputed to debug.log on the server, and it is defenitly 0,1,2, etc.

On the "Player" prefab, is a script that has:

void Awake() { player_id = networkView.group; Debug.Log(networkView.group + " - " + gameObject.networkView.group); }

No matter what, group id is being returned as 0. I tried moving it to OnNetworkInstantiate(NetworkMessageInfo info) and still only get 0. What am I doing wrong? Using Unity3.1

Thanks!

I assume you're not still looking at this, but just for posterity:

The group that's passed into Network.Instantiate() doesn't seem to be intended for setting the group of the NetworkViews in the created object. What it does seem to do is to set the group of the RPC calls that Network.Instantiate() uses. This lets you remove those RPC calls after the instantiated thing is destroyed, and filter them out completely for clients you know will never deal with the instantiated thing.

That's my impression anyway...