After more than a week testing and retesting many different ways to do this and examining every post I can find here and elsewhere, I am starting to think this is not even possible via any means within unity. This not so much a code question but a concept clarification as I really just don’t get Unity’s take on networking.
Is there a way to destroy an object which was in the scene when the game was started - non-Network.Instantiate’d - and have it permanently removed from the scene so that it does not reappear for players joining later. Surely there is some way the server can do this. I have tried sending messages and RPCs in every possible combination I can think of but I just can’t make it work. It would be counter productive if I were to post the code in question because as I have said I have tried so many combinations which simply haven’t worked.
Add to this the fact of starting 2 clients and a server to check it thousands of times and I’m sure you can relate to my current state of sanity
I just find it mind-boggling bizarre that Unity doesn’t seem to be able to do this. At the moment it seems like I would need to Network.Instantiate every item that might possibly be destroyed during a game. Surely that can’t be the case - can it?
Again not looking for specific code examples but conceptual de-obfuscation, any help very much appreciated. I hope I have just misunderstood or overlooked something and hopefully your response will provide a simple solution which makes me look very foolish