NetworkveiwID's getting 'reset'

I am having an issue with networkviewID’s and that they seem to get ‘reset’ and jumbled whenever there is a loadlevel.

This is a huge problem for me right now, as I have a multiplayer game mode that allows the client to go between two levels (staging area and gameplay area) but once they get back to the gameplay area all the networkviewID get jumbled and non of the RPC’s work anymore.

Anyone else run into this?

instanciate call don’t get resend when switching scenes
so an object created before will not be recreated when returning to the scene

how are you assigning id? manually?

Same problem as here : http://forum.unity3d.com/threads/31014-Looking-for-RPC-in-the-wrong-networkview
It’s been a problem since 2009, actually :confused:

If you create a netview in the scene, the viewID is preallocated at build time. So it will never change.
Maybe you can work around by using this viewID to resync others viewID BUT It will be a very costly operation and an headache to create.

Are you sure you can’t avoid loading a new scene?

Actually the problem shows itself even with LoadLevelAdditiveAsync (where no reset is supposed to happen, but meh …).
The only workaround I found was to restrict number of NetworkView at any time to … 1.
:confused:

So I created a centralized RPC container script, on a Don’tDestroyOnLoad, which contains the unique NetworkView.
Works like a charm, but still restricted to 1 is a pain … Plus there seems to be a limitation to how many RPCs a script can contain : 256. (as seen in a topic I didn’t bookmark, sorry)

Switch to lidgren?

I would if I had more time :slight_smile:
Right now things are working (when I restrict to only 1 NV), so I’ll keep it like that for now :slight_smile: