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Network pooling.

Discussion in 'Multiplayer' started by Griffo, Aug 1, 2018.

  1. Griffo

    Griffo

    Joined:
    Jul 5, 2011
    Posts:
    700
    Why when using this way http://docs.unity3d.com/Manual/UNetCustomSpawning.html on the host everything works as expected the spawned bullets are put back in the pool and deactivated, but on the clients the spawned bullets are added to the scene then deactivated and left there adding up with each bullet?