/// <summary> /// Tells the client handler to send a CreateObject event to the client that just connected /// </summary> /// <param name="handler"></param> public void SpawnObjects(ClientHandler handler) { ConnectPlayer connectPlayer = new ConnectPlayer(handler.GetClientNetworkID()); handler.SendPacket(connectPlayer.Serialize(), 0); int i = 0; int prefabID = 0; foreach (NetworkingObject netObj in _networkingObjects) { if (i < 2) { prefabID = 1; } else { prefabID = 0; } CreateObject createObject = new CreateObject(prefabID, netObj.transform.position.x, netObj.transform.position.z, netObj.GetNetworkID(), netObj.GetPlayerNetworkID()); i++; byte[] createObjectBytes = createObject.Serialize(); handler.SendPacket(createObjectBytes, 0); } }