I don't understand how to use this function when there is no prefab involved.
All the networking documentation is highly limited. At: http://docs.unity3d.com/Manual/UNetSpawning.html it says:
You can spawn objects with custom assetIds by using code like:
NetworkHash128 creatureAssetId = new NetworkHash.Parse("e2656f");
The problem is, the asset id here is hardcoded and the example doesn't explain where it came from.
Without a prefab I'm not sure how to guarantee the asset ids...
ClientScene.RegisterSpawnHandler() for custom objects.
All the networking documentation is highly limited. At: http://docs.unity3d.com/Manual/UNetSpawning.html it says:
You can spawn objects with custom assetIds by using code like:
NetworkHash128 creatureAssetId = new NetworkHash.Parse("e2656f");
The problem is, the asset id here is hardcoded and the example doesn't explain where it came from.
Without a prefab I'm not sure how to guarantee the asset ids...
ClientScene.RegisterSpawnHandler() for custom objects.