Select your preferred scripting language. All code snippets will be displayed in this language.
Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.
CloseFor some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.
CloseNetwork instantiate a prefab.
The given prefab will be instanted on all clients in the game. Synchronization is automatically set up so there is no
extra work involved. The position, rotation and network group number are given as parameters. Note that in the example below there must
be something set to the playerPrefab in the Editor. You can read more about instantiations in the object reference Object.Instantiate.
Internally this is a buffered RPC call. You can use Network.RemoveRPCs is with the group number to
remove the call from the buffer. Alternatively you can call Network.RemoveRPCs on the first NetworkViewID in the instantiated
prefab. When the instantiation occurs internally the buffered RPC message is linked to the first NetworkView of the prefab which
makes this possible.
// Immediately instantiate new connected player's character // when successfully connected to the server.
var playerPrefab : Transform; function OnConnectedToServer () { Network.Instantiate(playerPrefab, transform.position, transform.rotation, 0); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public Transform playerPrefab; void OnConnectedToServer() { Network.Instantiate(playerPrefab, transform.position, transform.rotation, 0); } }
Example of removing an instantiation from the RPC buffer:
var nView: NetworkView;
function Start() { nView = GetComponent.<NetworkView>(); }
// Immediately destroy and remove RPC for network instantiated object // (script attached to prefab) function OnNetworkInstantiate(info: NetworkMessageInfo) { Debug.Log(nView.viewID + " spawned");
if (Network.isServer) { Network.RemoveRPCs(nView.viewID); Network.Destroy(gameObject); } }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public NetworkView nView; void Start() { nView = GetComponent<NetworkView>(); } void OnNetworkInstantiate(NetworkMessageInfo info) { Debug.Log(nView.viewID + " spawned"); if (Network.isServer) { Network.RemoveRPCs(nView.viewID); Network.Destroy(gameObject); } } }
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thanks for helping to make the Unity documentation better!