Please help explain how do all the players get instantiated on the other clients?

I understand most of the networking concepts, but as I’m trying to workout the networking flow I’m trying to understand the specifics to properly document what I’m doing. Things are working but I don’t know why/where it’s being handled.

Ok so to instantiate the player I call Network.Instantiate, and it makes sense to me that for all existing clients the player will be instantiated onto those clients.

Now lets say several minutes pass and a new client connects. I’m not re-calling Network.Instantiate for all the clients, so how do all those clients get spawned onto the new client? They are, but I’m not sure I understand how? Is the Game Server queuing it and automatically running it? I thought maybe there would be a callback and each client would need to tell the new client but I don’t see anything like that in the code sample I’m using, so I assume the game server queues it but I’m just looking for clarification to make sure I understand it correctly.

Thanks

Ok so I guess I posted too quick. It appears that Network.Instantiate uses an rpc call with AllBuffered so in essence the game server is queueing the player instantiate to new client connections

If anyone has anything to add please do. If I misunderstood something I’m all ears.

Thanks

Nope, you got it.