SetActive() synchronization (PUN)

Im begginer game dev and trying to synchronize SetActive(). (Im not good at English and codding terms, sorry)

  • There are 2 players in this Scene. Both players can see mesh corresponding to player1deck[0] but when i am trying to SetActive child objects in script bellow players only see thair respective meshes active but not the meshes of second player.

  • Im used PhotonNetwork.Instantiate(player1deck[0].name, new Vector3(0, -4, 0), new Quaternion(0, 180, 0, 0)); in other script.

  • In Start() im getting Array of Items from other scene (i susspect problem can be here),
    then in ShowMesh() im calling SetActive() to all elements in the array (without i = 0 becouse its already active), but only i can see those meshes. (player1deck[0] is a perent of other meshes)

Hope You can understand what i was trying to say. Thanks

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Photon.Pun;
using Photon.Realtime;

public class DeckCopy : MonoBehaviour
{
    public Item[] player1deck;

    PhotonView view;

    Transform itemPerent1;
    string objectName;

    public string playerInHierarchy;

    void Start()
    {
        
        view = GetComponent<PhotonView>();
        if (view.IsMine)
        {
            player1deck = Deck.instance.TransferDeck(); //Array of Items located in other scene
            ShowMesh();
            view.RPC("ShowMesh", RpcTarget.OthersBuffered);
        }
        
    }

    [PunRPC]
    void ShowMesh()
    {       
        playerInHierarchy = player1deck[0].name + "(Clone)";
        itemPerent1 = GameObject.Find(playerInHierarchy).transform;
        for (int i = 1; i < 4; i++)
        {
            objectName = player1deck*.name;*

itemPerent1.transform.Find(objectName).gameObject.SetActive(true);
}
}

}

Anyone Pls @Munchy2007 @tobiass

See my response to your forum post https://forum.unity.com/threads/how-to-setactive-synchronization-pun.1346378/#post-8500157

Hope this helps.