I’m working on a class which inherits from the UnityEngine NetworkLobbyHandler, and I’d like to make some modifications to have the lobbyPlayer prefab spawn inside of another GameObject simply called lobby, to help me contain all of the players.
The lobby GameObject needs to either be server-only, or synced so that it stays up to date on both client and server.
The syncing is something I can manage, but whenever I try to spawn the lobbyPlayer inside of the lobby game object, this only works on the server. Furthermore, the method I am using to change the parent of the instantiated lobby player (OnLobbyServerCreateLobbyPlayer) is only called on the server, and I can’t figure out where in code the lobbyPlayer is spawning on the client.
I was hoping somebody with more experience of the NetworkLobbyManager would be able to point me in the right direction here, I feel like I’m getting nowhere alone.
Here’s what I have on the server, which is working as expected.
And here’s the client, lobbyPlayers aren’t in the _Lobby object.