Player prefab not spawned on client?[Log attached]

Hello all,

I am new to multiplayer networking, but I am having trouble to even get my player prefab auto spawned for client without any coding…

Here is my Network Manager setup

Here is the client log when joining existing host, left side is the 2d space shooter example, right side is mine. You can see the 2d spaec shooter carry on and spawn the player prefab with ID:1, mine is stucked after spawning the player prefab with ID:0, which ID=0 means it is the host player prefab not mine.

I have been trying to solve this problem for days, using my own NetworkManager and then move back to origin one as we seen here. None of these solution works.

I have no override on any network behaviour and network manager method in this case, other than OnStartLocalClient().

I am just wondering what is possibly stopping my client to generate it’s player prefab in this case, am I missing some hidden part in the documents?

With thanks!

Hello there!

I am working in the same team as sys12, and here is some interesting side effect this have, if any of you want to know.

  • When editor host the game, standalone as client gets a player prefab and have authority. Sound nice but the host in unity editor will be able to send [Command] to client prefab which it does not own.
  • When standalone host the game, editor as the client. Things happened as sys12 said, standalone host seems don’t bother to create a prefab for editor at all:roll_eyes:. So editor can only sits there watch standalone’s scene.

what are the warnings in the log?

This is an old post but I am experiencing the same issue, using the lobby sample from asset store as base as well. Did you ever solve this issue or did you give up on uNet?