I can't understand why my code does not even generate RPC calls? Code (csharp): if (GUILayout.Button ("Start Server")) { Debug.Log("allo"); Network.useNat=true; Network.InitializeServer(32, 35000); // Notify our objects that the level and the network is ready foreach (GameObject go in (GameObject [])Object.FindObjectsOfType(typeof (GameObject))) go.SendMessage("OnNetworkLoadedLevel", SendMessageOptions.DontRequireReceiver); } Why does this code generate RPC calls in the networking example and not in mine? Do we have to connect to the master server? Or we can just run a server without connecting to the master server? I call a Network.Instantiate on a prefab and it does not even allocate a NetworkPlayerID looks like i'm not "connected" in some way. I sent the editor log with it. Another thing where do we add the levels when we added them in the Build (file->build&asset) do we have to script it because i don't see them in the Multiplayer example they seem to appear in the "Supportednetworklevel" list magically. (Loadlevel.js script)