Filling in the blanks
In this section, we will finally make sure that our network code can understand our object by spawning it with network-friendly code. Instead of turning our skee object on or off based on certain conditions, we will spawn it into the game using the PrefabSpawnManager
.
The PrefabSpawnManager
class takes a Prefab and converts it into data types that can easily be translated across a network. This makes for a far more efficient use of objects:
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To begin, click on that Add Component
button shown in the preceding screenshot. Scroll down to New Script
, type SyncSpawnSkee
in the box, make sure that C Sharp
is selected, and click on the Create and Add
button.
Double-click on the file you have just created, and when it opens, type this short section of code into the editor:
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In the SyncSpawnSkeeBallMachine()
method, we first create a SyncSpawnedObject
called spawnedObject
. We then get the position to spawn the object. In this case, we are using the actual position stored in the Prefab...