…and this will now make sure this object gets destroyed over network and isn’t created when new players join? It would really be nice to get rid of my silly hack.
This is from my phone so sorry for the formatting.
yes you probably need the “s” on the end of that. I didn’t actually test that specific code and typed that question from my phone on the train.
When I said “it works” I basically typed in what I had, but I let auto-complete fix that typo I made.
The point however is that being able to remove the RPC calls related to one specific NetworkView does allow me to get back to using good ole’ Network.Intantiate() and Network.Destroy().
Glory to the Unity gods. I will be sacrifices some peasants later today.
I think its the first NetworkView not the first NetworkViewID of the NetworkView since there is only one NetworkViewID per NetworkView. (I believe ) Actually that is probably what you meant but since you actually pass viewID what you said makes sense. N/M
I’m curious though if GameObject.networkView gives the first NetworkView if there are multiple ones. WIll it be safe to always remove the RPC from that before deleting or should I just go ahead and use the [0] version?