I have a problem where I can't spawn the selected object from clients. It works perfectly when the action is performed by the host, but not when a client attempts it. When a client attempts it, I get the following error: "SpawnWithClientAuthority player object is not a player". This is quite confusing as it works perfectly when it's performed by the host.
The code for this particular part is the following:
private void updateAppearance(GameObject newObject)
{
Destroy(appearance);
hiderModel.SetActive(false);
int newObjectNum = propNames.IndexOf(newObject.name);
activePropIndex = newObjectNum;
Debug.Log(newObjectNum);
newObject = (GameObject)Instantiate(props[newObjectNum], playerCam.gameObject.transform);
newObject.transform.localPosition = new Vector3(0, getObjectHeight(newObjectNum), 0);
NetworkServer.SpawnWithClientAuthority(newObject, gameObject); <--- This part gives the error
appearance = newObject;
appearance.transform.localPosition = new Vector3(0, appearance.transform.localPosition.y, 0);
}
The object to spawn has localAuthority set and has a network transform on it. The object is registered as a spawnable object and it is the instantiated prefab that I am passing to the SpawnWithClientAuthority method. As far as I have read, this should allow the function to work, but unfortunately it doesn't.
Any ideas on how to fix this?
Thanks in advance