public bool SetTileToCell(int collection, int tier, int index, Vector3 position, HexCell cell, int visionRad) { if (cell.isVisible && cell.CheckNeighborHasTile()) { HexTileCollection[] localCollection = Collections[collection]; if (!cell.isOccupied && cell.tileType == TileType.nil) { GameObject instance = Instantiate(localCollection[tier].Pick(index)); instance.transform.localPosition = position; instance.transform.SetParent(container, false); instance.GetComponent <TileProperities>().cell = cell; instance.GetComponent <TileProperities>().shapeOfTile = new List <int>() { collection, tier, index }; // NetworkServer.Spawn(instance);1111111111111111111111111111 cell.isOccupied = true; cell.tileType = instance.GetComponent <TileProperities>().tileTpye; cell.SetNeighborVisible(visionRad); //ES3.Save<HexCell>() //this.cell = cell; return(true); } else { Debug.Log("Invalid Position"); return(false); } } else { Debug.Log("You cannot set tile to unseen grid and tile need next to your own tile"); return(false); } }