Problem with Intantiate using uLink!

Hey guys!

I’m using uLink, using a authorotative server for my “game”, and I’m getting errors in the console. What I’m trying to achieve is making a script to Instatiate objects from the server side!

I based my script on this one that uLink provides to instatiante players on server start

using uLink;
using UnityEngine;
using System.Collections;


public class Spawner : uLink.MonoBehaviour {
	
	//************************************************************************************************
	// Owner is the actual player using the client Scene. It has animations + camera.  
	// OwnerInit.cs connects the owner to the camera.
	//
	// Proxy is what appears on the the opponent players computers, It has animations but no camera connection.
	//
	// Creator is instansiated in the server and it has no camera. It has the animation script, but it has been 
	// deactivated.  Just turn it on if you really do want to see animations on the server.
	//************************************************************************************************
	
	public GameObject proxyPrefab = null;
	public GameObject ownerPrefab = null;
	public GameObject creatorPrefab = null;
	public GameObject spawnLocation = null;
	
	void uLink_OnPlayerConnected(uLink.NetworkPlayer player){
		string loginName;
		
		if(!player.loginData.TryRead<string>(out loginName)) loginName = "Nameless";
		
		//Instantiates an avatar for the player connecting to the server
		//The player will be the "owner" of this object. Read the manual chapter 7 for more
		//info about object roles: Creator, Owner and Proxy.
		uLink.Network.Instantiate(player, proxyPrefab, ownerPrefab, creatorPrefab, spawnLocation.transform.position, spawnLocation.transform.rotation, 0, loginName);
	}
	
	
}

And this is the script that I wrote so far, but keep getting errors.
using uLink;
using UnityEngine;
using System.Collections;

public class CrateSpawner : uLink.MonoBehaviour {

	public GameObject ownerCrate = null;
	public GameObject proxyCrate = null;
	public GameObject creatorCrate = null;
	public GameObject spawnCrateLocation = null;

	// Use this for initialization
	void Start () {

		uLink.Network.Instantiate (ownerCrate, proxyCrate, creatorCrate, spawnCrateLocation.transform.position, spawnCrateLocation.transform.rotation, 0);

	}
	
	// Update is called once per frame
	void Update () {
	
	}
}

These are the errors that appear on the console:

Assets/Scripts/CrateSpawner.cs(15,31): error CS1502: The best overloaded method match for `uLink.Network.Instantiate(UnityEngine.GameObject, UnityEngine.GameObject, UnityEngine.Vector3, UnityEngine.Quaternion, uLink.NetworkGroup, params object)’ has some invalid arguments

Assets/Scripts/CrateSpawner.cs(15,31): error CS1503: Argument #3' cannot convert UnityEngine.GameObject’ expression to type `UnityEngine.Vector3’

I’ve tryed different stuff in the code and searched all over the internet with no luck, so I hope some of you guys can help me!

Thank you!

I think this error happends when you try to send an object over the network that can’t be serialized, just from experience I don’t see anything weird in the script maybe the error is else where.

uLink.Network.Instantiate(player, proxyPrefab, ownerPrefab, creatorPrefab, spawnLocation.transform.position, spawnLocation.transform.rotation, 0, loginName);

uLink.Network.Instantiate (ownerCrate, proxyCrate, creatorCrate, spawnCrateLocation.transform.position, spawnCrateLocation.transform.rotation, 0);

uLink.Network.Instantiate(UnityEngine.GameObject, UnityEngine.GameObject, UnityEngine.Vector3, UnityEngine.Quaternion, uLink.NetworkGroup, params object)
Argument #3’ cannot convert UnityEngine.GameObject’ expression to type UnityEngine.Vector3’

In Cratespawner, try changing the 3rd argument to a Vector3. uLink.Instatiate() has like 34 different ways you can use it, so try another way