Sometimes it happen in my game that RPC call doesn’t reach all clients / gets executed only on some of them.
Is there a 100% secure way to deliver RPC everywhere, or at least be notified that RPC wasn’t delivered properly to other side?
Sometimes it happen in my game that RPC call doesn’t reach all clients / gets executed only on some of them.
Is there a 100% secure way to deliver RPC everywhere, or at least be notified that RPC wasn’t delivered properly to other side?
Have you been looking in to State Synchronization? You may want to set desired NetworkView to ReliableDeltaCompressed
The documetation says:
RPCs are transmitted reliably