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RpcTarget.AllBufferedViaServer

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Hei, Using PUN2 I have some RPC calls in my application that are vital to be called to ALL players who join late, and in correct order. The object is a scene object. They "TransferOwner" when a player picks it up. Currently this works fine until the player who called the RPC leaves. This is when I swapped from AllBuffered -> AllBufferedViaServer, but it seems to have no effect? I have only tested the reconnect for the player who called the RPC's, it might be that only the actor who called them does not receive them when they reconnect, but I need them to also get it once again. EDIT: Just tested, and no actor will get any RPC called from someone who left. What would be the best solution for this, I have read through the documentation and couldnt find a clean solution. Would moving the script that sends the RPC calls to an object that is always a scene object solve this problem? Bonus question: Does Observe Option affect RPC's? (unreliable, unreliable on change.. etc) EDIT: I guess it does not as observer option !off requires IObservable which RPC do not need. Thanks!

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