[Solved]Send rate of rpc is slow even if Network.sendRate = 15;

void Start ()
{
InvokeRepeating (“Rate”, 0, 2.5f);
}
void Rate()
{
Network.sendRate = 15;
}

Ive tried that, it still didnt work, i have this script that sends an rpc telling where a player is everytime the Vector3 position is different from last position. And it does sends, but instead it sends the rpc twice per second when testing on 2 pc’s even on same machine. Using a Mac OS X maverick with U3D free version

Heres the MovementUpdate.cs ( similar to how M2H does it )

using UnityEngine;
using System.Collections;

public class MovementUpdate : MonoBehaviour
{	
	private Vector3 lastPosition;
	
	private Quaternion lastRotation;
	
	private Transform myTransform;

	void Start () 
	{
		if(networkView.isMine == true)
		{
			myTransform = transform;
			
			networkView.RPC("Sync", RPCMode.Others,myTransform.position, myTransform.rotation);
		}
		
		else
		{
			enabled = false;	
		}
	}

	void OnPlayerConnected(NetworkPlayer player)
	{
		networkView.RPC("Sync", player,myTransform.position, myTransform.rotation);
	}

	void Update () 
	{
		if(Vector3.Distance(myTransform.position, lastPosition) >= 0.1f)
		{
			lastPosition = myTransform.position;
			
			networkView.RPC("Sync", RPCMode.Others, myTransform.position, myTransform.rotation);
		}
		
		
		if(Quaternion.Angle(myTransform.rotation, lastRotation) >= 1)
		{
			lastRotation = myTransform.rotation;
			
			networkView.RPC("Sync", RPCMode.Others,myTransform.position, myTransform.rotation);
		}
	}
	
	
	[RPC]
	void Sync (Vector3 newPosition, Quaternion newRotation)
	{
		transform.position = newPosition;
		
		transform.rotation = newRotation;
	}
}

Basicly, it should send the RPC called Sync everytime the player moves more than 0.1 units or rotates 1 degree. It does it, but twice per second.

Heres a video : 1 - in the video you can see what i mean, and when the red player health reaches 0, there was a delay.

If you are using RPCs to update the position, sendRate should not affect that. Network.sendRate controls how often it updates if you are using automatic position synch from the NetworkView’s observed property. There is probably something wrong with how you are sending the RPC or checking when to send it, in the relevant part of the script that you didn’t post.