// Server side: void SpawnPlayer() { // Picks a spawn point here: GameObject sP = LevelLogic.getSpawnPoint(team); // Picks a spawn point here: GameObject playerObject = (GameObject)MonoBehaviour.Instantiate(playerObjects[team * (playerObjects.Length / 2) + classNum], sP.transform.position, sP.transform.rotation); playerObject.GetComponent <SyncGameState> ().playerOwner = playerOwner; OperationNetwork.OperationAddSyncState(playerObject); }