I’m building a list of the players connected on a host, with a button in front of each player to get extra info about them.
So basically I need to do a round-trip: the client asks (via RPC) the info on player X, the server receives the RPC and sends back another one with said info, and finally the client receives the info he wanted.
This all works… except on the host! When I make a RPC call with RPCMode.Server, it’s just ignored.
Is that expected behavior or bug?
So a), I need to check on both end of the round-trip if Network.isServer, and use RPC or SendMessage accordingly. Messy.
And b), I can’t SendMessage with more than one argument (which I need to), so it’s even messier, I have to implement a complete second logic. All this for one simple round-trip.
Now why the hell can SendMessage only use one argument is beyond me, even RPC() is better at this game! I won’t even mention Invoke, which takes no argument.