using Mirror; using System; using UnityEngine; public class SpawnScript : NetworkBehaviour { public GameObject chatPrefab; public static event Action OnMessage; public override void OnStartServer() { GameObject obj = Instantiate(chatPrefab); NetworkServer.Spawn(obj); } [Command] public void CmdSendMessage(string message) { RpcHandleMessage($"[{connectionToClient.connectionId}]: {message}"); } [ClientRpc] private void RpcHandleMessage(string message) { OnMessage?.Invoke($"\n{message}"); } }