I have a game with 4 players. One of the players is the network server.
I want to use networkView.RPC(“method”, Networkplayer, […]) to make a RPC call directly on the NetworkPlayer owning the networkView. See this code snippet
var otherPlayerPawn = hit.transform.GetComponent<PlayerPawn>(); otherPlayerPawn.networkView.RPC("TakeDamage", otherPlayerPawn.networkView.owner); } }
The problem is that this works perfectly with two players (1 server, 1 client) but not with three or more players. It works when the server player wants to call the RPC on any client or when a client wants to call the RPC on the server, but not when the clients are calling the RPC on another NetworkPlayer which is not the server.
I searched different topics and all the references but couldn´t find an explanation for this behaviour.
Has anyone any idea about that?