I am building a multiplayer action game and I’m running into a problem when instantiating player characters. If I try to instantiate players at set spawn points on game start, they first instantiate at the origin before being placed at the position I passed in causing them to blink on game start. I was looking through the code and noticed that the instantiated objects in the network manager don’t take a location or rotation parameter and that the position is set through an RPC call after the object is created, causing the flicker. Is there any fix for this besides rewriting the network object and object creation call to include position and rotation?
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