Player 2 not spawning

hey guys, im not sure why player 2 is not spawning properly. abit confused.

public void spawnPlayer()

{

GameObject playerObj = null;

NetworkView nView = null;

		// note: Network.Instantiate is a buffered call
		if (playerID == 0)
		{
			playerObj = (GameObject)Network.Instantiate(playerPrefab, spawnPoint1.transform.position, Quaternion.identity, playerID);		
			nView = (NetworkView)playerObj.GetComponent("NetworkView");
			Debug.Log("Spawned Player 1");
		}
		else
		{
			playerObj = (GameObject)Network.Instantiate(playerPrefab2, spawnPoint2.transform.position, Quaternion.identity, playerID);		
			nView = (NetworkView)playerObj.GetComponent("NetworkView");	
			Debug.Log("Spawned Player 2");			
		}
		
		if (Network.peerType == NetworkPeerType.Server)
		{
			Debug.Log("Server spawning player" + Network.player);
		}
		else
		{
			networkView.RPC("Log", RPCMode.Server, "Client spawning player" + Network.player);
		}
		
		nView.RPC("SetOwner", RPCMode.AllBuffered, Network.player);
		
		playerID++;
		playerCount++;		
	}	

ive linked the spawn points and prefabs in my network manager object and nothing appears.

ive fixed it, they way i was spawning player 2 was crashing my game

public void spawnPlayer()
	{
		GameObject playerObj  = null;
		NetworkView nView = null;
		
		// note: Network.Instantiate is a buffered call
		 if (Network.peerType == NetworkPeerType.Server)
		{
			playerObj = (GameObject)Network.Instantiate(playerPrefab, SpawnPoint1.transform.position, Quaternion.identity, 0);		
			nView = (NetworkView)playerObj.GetComponent("NetworkView");
			Debug.Log("Spawned Player 1");
		}
		else
		{
			playerObj = (GameObject)Network.Instantiate(playerPrefab2, SpawnPoint2.transform.position, Quaternion.identity, 1);		
			nView = (NetworkView)playerObj.GetComponent("NetworkView");
			Debug.Log("Spawned Player 2");			
		}
		
		if (Network.peerType == NetworkPeerType.Server)
		{
			Debug.Log("Server spawning player" + Network.player);
		}
		else
		{
			networkView.RPC("Log", RPCMode.Server, "Client spawning player" + Network.player);
		}
		
		nView.RPC("SetOwner", RPCMode.AllBuffered, Network.player);
		
		playerID++;
		playerCount++;		
	}	

this solves my problem :slight_smile: