I am using a Manager class in my game, it has a NetworkView on it with a SceneID of 1. When I create the players, I use Network.AllocateViewID() to get a NetworkViewID. The first player gets a AllocatedID of 1. It is my understanding that it is the ID that matters, not if it is allocated or not. So, I shouldn’t have 2 NetworkViews, one with SceneID 1 and another with AllocatedID of 1 - right?
(currently I just allocate an extra view ID at start, so that the first player has an ID of 2)
So, doesn’t Network.AllocateViewID() take into account the scene IDs? Is this a bug or expected behaviour?
I believe that networkviewIDs are only for objects which have a networkview attached to them. When I was using unity networking I just let the server automatically assign networkviewIDs. (it was doing some weird things when I tried to use AllocateVIewID). I eventually switched over to Photon due to the overall flakeyness of the unity network server.