Network View question

Hi All
I’ve got a game running which is essentially finished and I’m trying to add a networked client for it that represents a chase camera (its a space sim and I’d like an external view on another screen to display outside the installation room).

I’ve setup a test with one of my scenes and added network views to the ship and assorted other things, this is all great and works fine.

For each scene I’m having to create a dumb version of it in the client and add network views to things to sync it all, what i want to know is: Do I really have to added network views to each prefab in a MATCHING ORDER each on server/client?

The ship jumps between scenes as it does hyperspace jumps, in the server this is setup by setting DontDestroyOnLoad() on the ship, if I configure this on the client side as well it should remain persistent across scenes? What happens when I allocate ID’s in the next scene and the ship isnt there? Do the Id’s start from 0 per scene or per game?

Can I manually create network view id’s myself? Perhaps fixing the ship at 100 on both server/client

The fact i’m hitting these problems suggests that I’m doing something wrong somewhere

Network.AllocateViewID(); should do the trick.

i worked this out in the end, I’m pretty much allocating everything with scripts apart from a single “Network Stuff” object that coordinates it all. Seems to work ok