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!