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public static method Instantiate(prefab: Object, position: Vector3, rotation: Quaternion, group: int): Object;
public static Object Instantiate(Object prefab, Vector3 position, Quaternion rotation, int group);


Network 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); }
no example available in C#

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); } }
no example available in C#

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