Let’s say you already have a small networking game, 2 different scenes (atleast).
Scene 1 is a main menu kinda thing that asks for username and pass, that leads to diferent things, one of them is scene 2.
Your server is running scene 2, and it has a “manageLogins” script attached to a “ServerGameObject” (aka The Matrix), for (atleast) checking login passwords that users put in scene 1’s menu.
Once your scene 2 becomes big enough you start thinking: “f*ck! why do i have so many scripts on this god damned object! I cant even call this organization! lets break it into several objects” and so you end up having a Server Object, an NPC manager object, etc. And so now you got tons of RPCs Spread on several objects (with several viewIDs).
Meanwhile any user, initially, only has the right to make an RPC call from it’s initial menu asking for login credentials. (viewID’s conflict here)
While on the client viewID ‘1’ belongs to the “initmenu”(cause it’s the only one), on the server there isn’t even an “initmenu”, viewID ‘1’ belongs to some other object.
How can I manage the ID’s of the viewID’s in order to make it work?
What happens when I have several maps going on?