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SyncList no NetworkIdentity

Discussion in 'Multiplayer' started by dsliter, Dec 14, 2017.

  1. dsliter

    dsliter

    Joined:
    Feb 23, 2017
    Posts:
    2
    I'm working on a multiplayer game for a VR experience and have created a SyncList to identify players when they have connected to the game. I can add and remove players from my List but every time I add or remove a player the SyncList throws a error "SyncList no NetworkIdentity". I'm not entirely sure what is causing this error.
     

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  2. Joe-Censored

    Joe-Censored

    Joined:
    Mar 26, 2013
    Posts:
    11,847
    This may sound like a stupid question, but have you verified that you actually have a NetworkIdentity component on the same GameObject?
     
  3. dsliter

    dsliter

    Joined:
    Feb 23, 2017
    Posts:
    2
    I have. I added a line to check for the NetworkIndentity using gameobject.GetComponent<NetworkIdentity>(). It didn't return a null. I aslo checked the player prefab I'm using and it has NetworkIdentity assigned to it. I also tried commenting out the game object that is in the list so that all should be sending is a string and a bool and it still throws the same error.