I’m creating an RTS-style game, so I don’t have a single “player” object, but if you don’t set up the PlayerPrefab object on the NetworkManager in the new networking system, it complains. Is there a fix for this? Should I ignore it? Or should I create a placeholder or something that represents the player?
Am I going about this wrong?
yes, you need to have a prefab that stores the info of the player, even if there is no mesh associated with it. (i.e. it can be an empty). Your prefab needs a NetworkID component and you should add a script where you store the variables associated with the player. then, you spawn the units in the server and give player authority through code (that how I do it, anyways)
In NetworkManager go to “Spawn Info” and turn off “Auto Create Player”. Now it won’t complain about a PlayerPrefab.