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Question by akguldeniz · May 01, 2014 at 07:24 PM · networksyncconnect

Network Objects Sync Problems Before Client Connect

Hi guys my problem is sync objects BEFORE client connect server.

if my client connect server before nothing be changed everythings fine. i mean if i ll destroy some networkView object it losts every clients connected. but if i destroy something before client connection player can see that object when he arrives. but only his own game this object actually destroyed by onther player.

i have an idea i can create a listener and creata a file for every objects position scale and positions and when clients connect it can take values from that file.

but i really dont know how. i check lots of tutorials but didnt take any way.

is there any one can show me a way(function, class, document...) for this. or a tutorial worked for that.

and here is my jS file.

 var oyunAdi = "OyunDeneme"; //its turkish, means gameName
 
 var playerPrefab : GameObject;
 var kameraPrefab : GameObject;
 var spawnObject : Transform;
 var spawnObject2 : Transform;
 
 private var refreshing:boolean;
 private var hostBilgi:HostData[];
 
 private var btnX:float;
 private var btnY:float;
 private var btnW:float;
 private var btnH:float;
 
 function Start(){
     btnX = Screen.width * 0.1;
     btnY = Screen.width * 0.1;
     btnW = Screen.width * 0.2;
     btnH = Screen.width * 0.1;
 }
 
 function spawnPlayer(){
     Network.Instantiate(playerPrefab, spawnObject.position, Quaternion.identity, 0);
     //Network.Instantiate(kameraPrefab, spawnObject2.position, Quaternion.identity, 0);
 
 }
 
 function OnServerInitialized(){
     Debug.Log("Server Kuruldu");
     spawnPlayer();
 }
 
 function OnConnectedToServer(){
     spawnPlayer();
 }
 
 
 function refreshHostList(){
     MasterServer.RequestHostList(oyunAdi);
     refreshing = true;
 }
 
 function Update(){
     if(refreshing){
         if(MasterServer.PollHostList().Length > 0){
             refreshing = false;
             Debug.Log(MasterServer.PollHostList().Length);
             hostBilgi = MasterServer.PollHostList();
         }
     }
 }
 
 //mesajlar
 function startServer(){
     Network.InitializeServer(32, 25001, !Network.HavePublicAddress); 
     MasterServer.RegisterHost(oyunAdi, "Tutori game name", "This is tutorial");
 }
 
 function OnMasterServerEvent(mse : MasterServerEvent){
     if(mse == MasterServerEvent.RegistrationSucceeded){
         Debug.Log("Registered Server");
     }
 }
 
 
 //GUI
 function OnGUI(){
     if(!Network.isClient && !Network.isServer){
         if(GUI.Button(Rect(btnX, btnY, btnW, btnH), "Serverı Başlat")){
             Debug.Log("Server başlatılıyor...");
             startServer();
         }
         
         if(GUI.Button(Rect(btnX, btnY - 1.2 + btnH, btnW, btnH), "Serverı Yenile")){
             Debug.Log("Server Yenileniyor...");
             refreshHostList();
         }
         if(hostBilgi){
             for (var i:int = 0; i<hostBilgi.length; i++){
                 if(GUI.Button(Rect(btnX * 1.5 + btnW, btnY * 1.2 + (btnH * i), btnW * 3, btnH*0.5), hostBilgi[i].gameName)){
                     Network.Connect(hostBilgi[i]);
                 }
             }
         }
     }
 }
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Answer by akguldeniz · May 02, 2014 at 05:39 AM

i found out why. i was using

Network.Destroy(gameObject);

but i fix it with

Network.RemoveRPCs(networkView.viewID); Network.Destroy(gameObject);

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