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NetworkServer.SpawnWithClientAuthority

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public static function SpawnWithClientAuthority(obj: GameObject, player: GameObject): bool;
public static bool SpawnWithClientAuthority(GameObject obj, GameObject player);
public static function SpawnWithClientAuthority(obj: GameObject, conn: Networking.NetworkConnection): bool;
public static bool SpawnWithClientAuthority(GameObject obj, Networking.NetworkConnection conn);
public static function SpawnWithClientAuthority(obj: GameObject, assetId: Networking.NetworkHash128, conn: Networking.NetworkConnection): bool;
public static bool SpawnWithClientAuthority(GameObject obj, Networking.NetworkHash128 assetId, Networking.NetworkConnection conn);

Parameters

obj The object to spawn.
player The player object to set Client Authority to.
assetId The assetId of the object to spawn. Used for custom spawn handlers.
conn The connection to set Client Authority to.

Returns

bool True if the object was spawned.

Description

This spawns an object like NetworkServer.Spawn() but also assigns Client Authority to the specified client.

This is the same as calling NetworkIdentity.AssignClientAuthority on the spawned object.

#pragma strict
class TestBehaviour extends NetworkBehaviour {
    public var otherPrefab: GameObject;
    @Command
    public function CmdSpawn() {
        var go = GameObjectInstantiate(otherPrefab, transform.position + new Vector3(0, 1, 0), Quaternion.identity);
        NetworkServer.SpawnWithClientAuthority(go, connectionToClient);
    }
}
using UnityEngine;
using UnityEngine.Networking;

class TestBehaviour : NetworkBehaviour { public GameObject otherPrefab; [Command] public void CmdSpawn() { GameObject go = (GameObject)Instantiate(otherPrefab, transform.position + new Vector3(0, 1, 0), Quaternion.identity); NetworkServer.SpawnWithClientAuthority(go, connectionToClient); } }

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