void NetworkInstantiate(int senderId, int objectId, string prefabName, float posX, float posY, float posZ, float rotX, float rotY, float rotZ, float rotW) { Debug.Log("NetworkInstantiate"); string groupName = _MultiplayerServer.Actors[senderId].GroupName; if (!_NetworkObjectDictionary.ContainsKey(groupName)) { _NetworkObjectDictionary[groupName] = new Dictionary <int, GameObject>(); } GameObject prefab = Resources.Load <GameObject>(prefabName); _NetworkObjectDictionary[groupName][objectId] = Instantiate(prefab, new Vector3(posX, posY, posZ), new Quaternion(rotX, rotY, rotZ, rotW)); _NetworkObjectDictionary[groupName][objectId].name = objectId.ToString(); NetDataWriter dataWriter = new NetDataWriter(); dataWriter.Put(NetworkDataType.NetworkInstantiate); dataWriter.Put(objectId); dataWriter.Put(prefabName); dataWriter.Put(posX); dataWriter.Put(posY); dataWriter.Put(posZ); dataWriter.Put(rotX); dataWriter.Put(rotY); dataWriter.Put(rotZ); dataWriter.Put(rotW); _MultiplayerServer.SendToGroupExceptSelf(senderId, dataWriter); }