I didn’t apply any viewIDs manually… this is a child object (with its own network view) of a network instantiated object. What can I do about it…?
edit: could using “SetActiveRecursively” have anything to do with it…? Though I haven’t seen this problem with other similar objects (other weapons) yet.
Whoops. My mistake. I was creating viewID’s manually and didn’t put the game object’s network view’s observed property into the script used like the documentation said.