RPC overloading

Overloaded RPC functions compile fine in scripts, however, when the overloaded function is called, it produces an error complaining about a wrong number of parameters.

Is overloading of RPC functions intended to work?

If so, it would be nice if they did.

If not, why don’t they produce a compiler error, instead of failing at run time? Also, why isn’t the lack of overloading support documented anywhere at all?

I guess this is rather a whiny post, but… I’d really like this fixed. Anyone else felt this pain?

Yes, plus the bug where UNity will try to call a non-RPC method with the same name as an RPC one, even though it has a different signature or is on a different component.

yea, i’d like that one.

also optional parameters, please
right now i’m forced to send default(Type) constants over network.

// my implementation of advanced Network.Instantiate using relevant sets
public void Rez(string prefabNameWithPathToRez = default(string), GameObject gameObjectToRez=default(GameObject), Vector3 pos = default(Vector3), Quaternion rot = default(Quaternion), NetworkPlayer recipient = default(NetworkPlayer), NetworkPlayer owner = default(NetworkPlayer), NetworkViewID networkViewID = default(NetworkViewID), string options = default(string))
{ ... }

you can imagine how many combinations it might have if you wanna overload it all lol