For some reason tonight, after making a change to my Player prefab, the NetworkManager continues to throw this error:
The PlayerPrefab is empty on the NetworkManager. Please setup a PlayerPrefab object.
UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate()
On the network manager, my Player prefab is set as the prefab object:

And here is my player prefab (root game object).
And here is the only code associated with making a network connection:
public InputField hostIP;
public InputField hostPort;
private int port;
private string ipAddr;
public void tryToConnect()
{
port = int.Parse(hostPort.text.ToString());
ipAddr = hostIP.text.ToString();
NetworkManager.singleton.networkAddress = ipAddr;
NetworkManager.singleton.networkPort = port;
Debug.Log(ipAddr);
Debug.Log(port);
try
{
NetworkManager.singleton.StartServer();
NetworkManager.singleton.SetMatchHost("myHost", 443, false);
Debug.Log(string.Format("Current Matchhost: {0}", NetworkManager.singleton.matchHost));
NetworkManager.singleton.StartMatchMaker();
NetworkManager.singleton.StartClient();
}
catch (Exception e)
{
NetworkManager.singleton.StopClient();
Debug.Log(e);
UnityEditor.EditorApplication.isPlaying = false;
}
}
}
It’s very, very early in development hence the very basic connection that could (and will) be done differently. Anyways, why am i getting the error message when the playerPrefab is populated?
