Harvestable Configuration Manual
There are three models that are required for this to function properly. For this example, we are using a tree; however, this can be used for rocks or any other object type you are wanting to harvest. Scene objects are not needed for direct harvestable objects spawned into the scene and are only used for single player items (typically vegetation) you wish to replace. In all of them, the scripts and options will be applied to the parent gameobject.
First create a prefab from your tree containing and tag it as the vegetation type you wish to harvest. In this example these trees have been configured as Pine or Tree. This is required as the system detects the tag and then verifies and spawns game objects based on this.
Note: If your player is getting an error while attempting to damage the tree, this is likely the issue.
Second, create a prefab from this one and add the Harvestable Object script to it. This will add the Network Identity script as required. Colliders are added by default, so any collider added will assist in the detection of the item.
Third, we will duplicate this prefab and create one last prefab for our vegetation objects. These are the ones that will spawn when it falls on the server or breaks. You can feel free to use this or not, the system will detect its presence and use it if needed.