other players and the server does not receive networkView.RPC

Hello, I have a problem, I made a server and a client with login and password, so far everything works, but for some reason, when I change the scene, after instantiating the player, if I call networkview.RPC, the server and other clients do not receive the RPC, and also returns no error, the instantiated object has NetworkView, following the example code of my player (cube):

using UnityEngine;
using System.Collections;

public class Characters : MonoBehaviour {
	
	public int id;
	public string name;
	public int level;
	public int sex;
	public int classNumber;
	public string account;
	public Vector3 pos;
	public Quaternion rot;
	public int map;
	public TextMesh text;
	public bool viewName = true;
	public bool isMine = true;
		 
	void Start () {
		transform.position = pos;
		transform.rotation = rot;
		if(!viewName)
		text.text = "";
		else
		text.text = name;
	}    	

	void Update () {
		
		pos = transform.position;
		rot = transform.rotation;
		
		isMine = networkView.isMine;
		if(isMine)
		{
			networkView.RPC("receiveData",RPCMode.All,transform.position,transform.rotation,name,level,classNumber,sex,networkView.viewID);
			
		}
	}
	
	[RPC]
	void receiveData(Vector3 pos,Quaternion rot,string name,int level,int classNumber,int sex,NetworkViewID view)
	{
		if(!isMine)
		{
			transform.position = pos;
			transform.rotation = rot;
			this.name = name;
			this.level = level;
			this.classNumber = classNumber;
			this.sex = sex;
			viewName = true;
		}
	}
	void OnApplicationQuit()
	{
		networkView.RPC("PlayerLeave",RPCMode.Others,account);
		networkView.RPC("SavePlayer",RPCMode.Server,id,level,classNumber,pos,map);
	}
	
	[RPC]
	void PlayerLeave(string login)
	{
	}
	[RPC]
	void SavePlayer(int id, int level,int classNumber, Vector3 pos, int map)
	{
		
	}
}

Thanks.

I believe you have some networking logic errors here.

All players have a gameobject with this script in their scene.
Within Update all players set the “isMine” variable equal networkView.isMine.
Then all players send an RPC to ALL other players if the networkview is theirs, which, for each of them, it is.

Basically everyone is sending the “receiveData” RPC every frame and everyone is receiving everyone else’s “receiveData” RPC every frame.

I think what you are experiencing is a lockup. Where players positions and other values are so constantly being set to the same value that no movement or change is possible.