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Did not find target for sync message for 2

Discussion in 'Multiplayer' started by jkrebs, Mar 14, 2017.

  1. jkrebs

    jkrebs

    Joined:
    Aug 11, 2013
    Posts:
    2
    Using Unity to create a multiplayer game, but having issues.

    I have a lobby scene that loads a game scene, with some prefabs defined containing components NetworkTransform/Network Identity that I want to load on clients. The prefabs succesfully load for the server, but when the scene loads for clients the objects are deactivated and an error message repeats for every defined network object:

    Did not find target for sync message for 2
    UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate()

    ... I can't begin to imagine what I'm doing wrong, and why these objects aren't loading for clients... Any advice would be really appreciated!
     
  2. jkrebs

    jkrebs

    Joined:
    Aug 11, 2013
    Posts:
    2
    Hmm... looks like it's connected to having selected "Server Only" for Network Identity... As long as neither option is selected it looks like I can spawn the objects successfully... I must not be understanding something though... I wish my objects in the scene could be controlled only at the server... I found another forum post for somebody with a similar problem saying "don't check that box", but it makes me wonder what it takes to get an object to work with that box enabled...