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Question by Polymo · Jun 19, 2012 at 05:55 PM · networkrpcclientspecificexclude

Network RPC - exclude specific client

Hi, i have a setup with what i would call an authoritative Server.

There, client-copies on other clients are despawned by

GameObject.Destroy(this.gameobject)

based on Distance to each other (and spawned too. ..Some kind of interest management in background).

copies are synced with a networkview on each copy. But when i destroy a remote client-copy, the player still recieves the update-rpc's for this viewID, and respectively generates many error messages. how can i exclude that specific client from receiving rpcs for the destroyed copy? (other players may still need updates)

rpcmode.others is used from the on-server player instances to update the clones.

All clients and client-copies are created by rpcs (no network.instantiate).

SetScope may not be feasable, because of the limit and me having trouble managing that for the big amount of group-shifting needed.

Thanks in advance.

(P.S. instantiation works like this: client sends spawnrequest, server allocates ViewID, sends rpc(spawngranted,playerid, viewID), client Object.instantiates his copy. When the on-server intance enters another on-server instances radius they each spawn their copy on the other connected machine with their copies networkView set to their viewID. sync is then accomplished through rpc's)

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Answer by whydoidoit · Jun 19, 2012 at 06:15 PM

So if you can't use Scope I think you are going to actually have to address your RPCs to each individual player. Clearly a pain, but achieves the reduction in bandwidth usage on those distance players. in this circumstance you might even consider sending the updates for a series of players in a single RPC call directed accordingly. Or just don't destroy those game objects, deactivate them...

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avatar image Polymo · Jun 19, 2012 at 06:29 PM 0
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Yes, thanks. A few $$anonymous$$utes ago i just did exactly that (adress each player separately from a list). It works, but feels inefficient because of so many loops. I may try this 'bundle'-sending too.

avatar image whydoidoit · Jun 19, 2012 at 06:46 PM 0
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That could be better - I mean you are kind of forgetting the standard stuff and writing you own protocol - but it sort of feels better to me :)

I'm not sure how inefficient those loops are - something similar is probably happening internally...

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