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UNET : netId value is different before spawning and after spawning

Discussion in 'UNet' started by AbhinayNegi, Dec 27, 2018.

  1. AbhinayNegi

    AbhinayNegi

    Joined:
    Dec 22, 2017
    Posts:
    17
    I instantiated an object using Instantiate(bullet) inside [Command] function. When I debugged netId value of that instantiated object it showed me 0 in the console, but after adding NetworkServer.Spawn(obj), I again debugged netId value then it showed me 2, why is that?
    Code (CSharp):
    1. [Command]
    2. void CmdFire() {
    3.  
    4.    GameObject obj = Instantiate(bullet);
    5.    Debug.Log(obj.GetComponent<NetworkIdentity>().netId); // here netId value is zero
    6.     NetworkServer.Spawn(obj);
    7.     Debug.Log(obj.GetComponent<NetworkIdentity>().netId); // here netId value is 2
    8. }
     
    Last edited: Dec 31, 2018
  2. mischa2k

    mischa2k

    Joined:
    Sep 4, 2015
    Posts:
    4,347
    netId is assigned after spawning. Before it's just a regular GameObject in the scene (not networked).
     
    AbhinayNegi likes this.
  3. AbhinayNegi

    AbhinayNegi

    Joined:
    Dec 22, 2017
    Posts:
    17
    Ok,thanks @vis2k