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Partial Data in OnSerializeNetworkView
I saw your answer to passing data in OnSerializeNetworkView
I have a problem that Clients OTHER than the data-originating client, DON'T see PART of the data.
Here is a post explaining my problem with pictures and code:
http://forum.unity3d.com/threads/225795-OnSerializeNetworkView-PARTIAL-data
A client Network.Instantiates a GameObject. The Server gets ALL the data (position, rotation, and another variable- a boolean. But OTHER clients get everything BUT the boolean.
It's very curious, I don't know what's causing it. I looked at other possible instances of the script that defines OnSerializeNetworkView, I thought I disabled the script, but still it is called in the debugger..... I made sure the script wasn't disabled. I am reading the data in the same order that I wrote it. All instances on the network are running the same NetMove script on the post.
I'm ready to put in a bug report. I only had 1 response from appels on the forum, but he's not right... I showed why.
This still may be a stupid error on my part, I wish it was at this point, but this problem is stubborn, I need an answer and I need to understand it.
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