[UNet]Spawning a object for the local player?

Hi all, I’ve been trying to figure this out but can’t figure it out. How do I spawn a object that is under the local player’s control? I’m using a poolmanager and trying to convert it, here’s my code

using UnityEngine;
using UnityEngine.Networking;
using System;
using System.Collections;
using System.Collections.Generic;

public class GameObjectPoolManager : NetworkBehaviour {

	public static GameObjectPoolManager current;
	private List<GameObject> ObjectList = new List<GameObject>();
	private bool WillGrow = true;
    public List<GameObject> ObjectsToReadyUp = new List<GameObject>();
    public float AmountToReady = 2;
    public GameObject Test;
    //For spawning locally controlled objects

	public void Awake(){
		WillGrow = true;
		current = this;
	}

    public void Start() {
        CmdCreateExtra();
    }

    [Command]
    public void CmdCreateExtra() {
        if (ObjectsToReadyUp != null) {
            for (int i = 0; i < ObjectsToReadyUp.Count; i++) {
                ClientScene.RegisterPrefab(ObjectsToReadyUp*);*

for (int w = 1; w < AmountToReady; w++) {
GameObject temp = null;
temp = (GameObject)Instantiate(ObjectsToReadyUp*, new Vector3(0, 100, 0), Quaternion.identity);*
ObjectList.Add(temp);
temp.SetActive(false);
NetworkServer.AddPlayerForConnection(GetComponent().connectionToClient, temp, (short)(ClientScene.localPlayers.Count + 1));
NetworkFinder.instance.SpawnedObjects.Add(temp.GetComponent());
}
}
}
}

[Command]
* public void CmdCreateObject(string GOName, Vector3 Position, Quaternion Rotation){*
* for(int i=0; i < ObjectList.Count; i++){*
if(ObjectList_.name == GOName || ObjectList*.name == GOName + “(Clone)”){
if(ObjectList.activeSelf == false){
ObjectList.SetActive(true);
ObjectList.transform.position = Position;
ObjectList.transform.rotation = Rotation;
}
}
}*_

* if (WillGrow) {*
* GameObject temp = null;*
temp = (GameObject)Instantiate(Resources.Load(GOName), Position, Rotation);
* ObjectList.Add (temp);*
NetworkFinder.instance.SpawnedObjects.Add(temp.GetComponent());
NetworkFinder.instance.GiveNetID();
NetworkServer.AddPlayerForConnection(GetComponent().connectionToClient, temp, (short)(ClientScene.localPlayers.Count+1));
* }*

* }*

[Command]
* public void CmdDestroyObject(GameObject GO){*
GO.SetActive(false);
* }*

* public void DestroyAfter(GameObject GO, float time){*
* StartCoroutine (DisableObj (GO, time));*
* }*

* public IEnumerator DisableObj(GameObject GO, float time){*
* yield return new WaitForSeconds (time);*
* if (GO != null) {*

GO.SetActive(false);
* }*
* }*
}

chrisall76

[command] can only take parameters like string, int, float. but you want the vector3 and quaternion parameters on line 44. (sorry, I do not know english well).