Network.RemoveRPCs does not remove Network.Instantiate on Client

I made a setup with a server and a client.
When initializing the server and connecting with the client, both spawn a player. The following code snippet belongs to a script which is attached to the local camera, which does not have a NetworkView component (It seems that it is not needed when instantiating prefabs over the network):

void OnServerInitialized ()
{
	SpawnPlayer ();
}

void OnConnectedToServer ()
{
	SpawnPlayer ();
}

void SpawnPlayer ()
{
	Network.Instantiate (cubeprefab, transform.position, Quaternion.identity, 0)
}

When any player is killed the following RPC is called. This RPC resides within the movement-script of the player prefab:

[RPC]
public void TakeDamage ()
{
	if (networkView.isMine)
		Network.RemoveRPCs (networkView.viewID);
		Network.Destroy (networkView.viewID);
		Camera.mainCamera.GetComponent<NetworkScript> ().SpawnPlayer ();
	}
}

Everything is working fine except for one thing. When the server-player gets killed, The buffered Network.Instantiate gets deleted by calling Network.RemoveRPCs (networkView.viewID); in the TakeDamage method.

When the client is killed it is not.

Since both players correctly return true when checking networkView.isMine I assume that each player instantiates the prefab for himself.

2. Test: Killing the server-player after the client-player did not remove it’s Instantiate, the server too is not deleting that, which means he is not holding that RPC.

3. Test: When instead of trying to remove the RPC via Network.RemoveRPCs (networkView.viewID) I try to do the same thing via Network.RemoveRPCs (Network.player, 0), it works.

Conclusion: The RPC seems to belong to the instantiating player, but can not be adressed by the viewID.
My question is now: where does the buffered Network.Instantiate for the client go if not to his viewid and how can I delete it without using groups?

Did you find a solution to this? I was running into the same issue :frowning:

Sombody has any solution for it?

Bum, same problem here!

i write my own NW.Instantiate. this solve the problem. but u must set the netwerkview ID.
[RPC] void MyNetworkInstantiate( …
with this u can remove the RPC´s. after killing the Player ( removing )
sry for my bad english but i hope it helps.