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Unity NetworkViewID Collision problem
I am using RPC function call in my class Sceneloader to make all the connected players load to another scene along with the server. The game object to which this is attached to, has a NetworkView Component attached. The Sceneloader class is a singleton which does not gets destroyed (using DontDestroyOnLoad()) when the new scene loads. So any other components attached to same gameobject will also not be destroyed, including the NetworkView I mentioned earlier.
The problem arises after I call the rpc function and the scene changes. The ID of the networkView component that already exist is same as a networkview component of another object present in the newly loaded scene, causing issues with RPC calls to the other component. Could someone please tell me how to resolve this issue.
Thank you