I’ve used the old Unity Networking system and this worked like a charm but now Unet appears to not have this feature or I’m doing something wrong.
So I have spawning system working, network transforms working and all that. Now I want to spread across the network some player information (saved locally on each client) to their player counterparts on other people’s clients.
I’m using ClientRpc’s and they work very well for host+client connections, but if I get more players to join after that, they just don’t receive those old ClientRpc’s…
How can I make Unity to re-send old rpc’s to each new client so that they have all the information passed until that point?
Thank you in advance.
PS: This is an example and yes I’m using commands from the clients to the server, and the server calls the rpc.
public void RpcJoin()
Debug.Log("I joined! " + playerName);