How can I remove specific RPC calls made by Network.Instantiate from the RPC buffer? I have a problem where gameobjects that were destroyed on the server before a client connected are instantiated by the RPC calls in the buffer when a client connects. This leads to the game being out of sync, clients have gameobjects that the server doesn’t.
I’ve tried keeping track of the networkview ids of the gameobjects and removing rpc calls related to them when they are destroyed, but that doesn’t work, the objects are still instantiated for connecting clients.
Edited the topic, this post is now irrelevant.
Is there any way to view the rpc buffer?
Solved it, sort of. Instead of Network.Destroy I use normal Destroy through RPC calls and buffer them too. The gameobjects are still instantiated, but are destroyed in the same frame so they never actually appear anywhere. Probably not the best method but it works.
Is there an actual way to fix the problem this guy is having, or is doing what he did the only way? Im having the same problem and its pretty irritating, I dont see why Network.Instantiate would be added to the buffer, but Network.Destroy doesnt remove the instantiation from the buffer… So answers plz? >.<
http://forum.unity3d.com/viewtopic.php?t=56939