Issue: Server is buffering projectiles

Hey,

I’ve got a question and since there’s way too much code involved to post it, I’d like to see if anyone can help me out with this issue.

I’ve got a multiplayer game set up. When one player shoots their abilities I do a Network.instantiate. Yet each time a new player joins the server, he first instantiates all of the past projectiles of a player (even the ones who were long before destroyed).

If the first player logs off I delete all of the RPC’s of a player. If a second player then attempts to join the server, the projectiles from the first player are not instantiated.

I’ve got no idea what could be causing this. Any thoughts?

Ah,

when Network instantiating Unity is automatically buffering all of the requests. So doing a

Network.RemoveRPCs(gameObject);

Solves the problem.

Thanks for everyone’s help ^.^