I have a script that calls the server to spawn an object when the user press a certain key. The script inerhits from NetworkBehaviour and is attached to the players prefab.

void Update() {
    if(!isLocalPlayer) return;
    if(Input.GetKeyDown(KeyCode.Space)) CmdSpawnCrap();  

void CmdSpawnCrap() {
    GameObject cube = Instantiate(objectToSpawn, spawnPoint);

The problem is that it only works when i create the host inside the editor. As soon as i start a host from the standalone build and start as client in the editor it doesnt work anymore. I read/watched a lot of tutorials and everybody told to spawn objects only at the server, in order to be viewable by all instances.

I registered the Cube prefab in the network manager, the prefab has a NetworkIdentity and a NetworkTransform.

I also tried to put the script on an empty gameobject in the scene, but with the same result.

Any ideas why this occurs?

Thank you


I had empties in the scene with a tag "SpawnPoint" to spawn.. of cource that wont work across the network because the only points was locally on the client so i used the NetworkStartPosition gameobjects and it worked. Sorry for that but maybe it helps someone else.


Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Browse other questions tagged or ask your own question.