Weapons not in hosts hand when second player joins.

Ok , i havent included any code , becaue the entire procedure of player spawning , to weapon pick , to the weapon, and the weapon controller the player object has just seemed like a little much to post. But the problem is this. When the host starts the game , and walks over and picks up a gun , he can run around shoot , etc , no problem. Than the second player joins in as well, and they run over , pick up a gun, and can also shoot , etc , no problems , both players can kill each other, respawn , etc, and when they do , the weapons respawn at the same location.

The weird thing is though , that the second player is not seeing a gun attached to the hosting players body on first entry. Once the host has been killed , respawns , and grabs a weapon , everything is fine , but initially, on that first load into the network , other players dont see any other previously joined players weapons, until after they get killed , respawn and grab a new weapon.

I was under the assumption , that when a prefab was instantiated on the network , that another joining player would be given those (i think their really RPC’s?), but it doesnt seem to be working.

Any insight would be great , just pointers of what to look for. I will post code if someone really wants to see some , but as i said , i didnt know where to start.

Thanks

~Will

Network.Instantiate is a buffered RPC call.
You can check on the client if he receives the calls through the network debugging in the editor.

I will look into that , thanks for the pointer Appls. I knew it was a RPC , but i didnt think to watch for it in the network debug settings. Ty.