Network errors in project

Im making some simple multiplayer shooter,and right now everything seems to work just fine,
but I get tons of this errors :

Received state update for view id' AllocatedID: 165' but the NetworkView doesn't exist

and the ID always changes,so maybe its because im Instantiate the same prefab?
or its because the networkView,or I dont know,

And one more question I made some simple Raycast for shoot,and now when im tring to drop health on the
player that was hurt im doing :

else if(hit.collider.transform.tag == "Player"  !hit.collider.transform.networkView.isMine)
			{
				target.SendMessage("Attack",hit.collider.transform.networkView.viewID.owner,SendMessageOptions.DontRequireReceiver);
			}

and the Attack function an the RPC looking like that :

void Attack (NetworkPlayer Damaged)
	{
		networkView.RPC("Damage",Damaged,20,Damaged);
	}
	
	[RPC]
	void Damage (int damage,NetworkPlayer player)
	{
		if(transform.networkView.owner == player)
		Network.DestroyPlayerObjects(player);
	}

when I was developing single-player games I used only sendMessage,and everything works fine,
but when the player Reaches 0 point Im destroying the object and stuff ( only for now,for the checking)
but instead its deleting my View player,and as you can see im tring to send the RPC only to the hitted member.

this will not work, you need to send an RPC to the player you just shot

networkView.RPC ("Attack", hit.collider.transform.networkView, blah....);

Im sending this to a player which has networkView,and its calling an RPC from it.
and I wrote all the code,can you take more deep look at it?
and thanks for helping everytime I ask or someone else,its really appriciated!

up

I don’t see the RPC command your sending anywhere, can you post the code please ?

Amm I just fixes some of the problems,I used RPC call instead of Network.Instantiate.
but It causing some problems,
Every time that user connects he was also instantiating the previous player ( RPCMode.AllBuffered)
it instantiates the player as this player settings.

so I changed the RPCMode to All.
but now I need to get Update from the previous player about position and even render him,
the first player does see the player that connects and the server which is start first see both.

	NetworkViewID netViewID = Network.AllocateViewID();
	networkView.RPC("Spawn",RPCMode.All,netViewID);

Sorry but i don’t have a clue what your asking here, can you be more specific ?

server starts,then users start to connect,
the first connect to the blue team and after a few seconds the second to the red.
the server,which has cameras to look over the map,can see both of them,
the first player can see everyone that connected after him,the red team player cant see the blue player,
but he can see everyone the connects after,I want to make them to be able to see everyone,and not by the connection order.

thats because your rpc’s are not buffered, so they don’t instantiate the players that connected before him.
use buffered RPC calls or make sure that the new player that connects instantiates the connected players

I did so before,but it instantiate the previous player with the new player settings,
I mean if the second player connects and its AllBuffered then the first player which is blue actually will look like red,and the new player.

Then you have some problem in your code, i use buffered RPC’s all the time and i never have that problem.
Even Network.Instantiate works fine.