Hello,
I am trying to understand RPC’s in unet. so I have a networked scene with 2 players. These two players both retrieve their unique id from a sql database and use a sync var to communicate that information to all clients. I also have stored in the database a number that gets translated into a spawn-able prefab using a search algorithm. So I am at the point where I can successfully use sync vars along with commands to properly assign each player their spawn-able prefab id (basically just a number).
Now what i am trying to do is to have each player call a function on themselves and their respective copies (in other games) so that it takes whatever prefab number it has and spawns it locally. Since the spawn prefab number is synchronized across the network it should in effect spawn the prefab in all instances of the game without the use of network.instantiate. I was able to implement this with the old unity rpc system, however i am stuck at the part of calling a function on myself and all other copies of myself in everyone Else’s match to locally spawn the object. Can anyone tell me how i can do this?