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Question by Alanimator · Feb 20, 2014 at 01:55 PM · c#networkingmultiplayernetworkrpc

How To Deal With Lingering Prefabs in Multiplayer Scene ?

I have a multiplayer game Running . In this game there is a red team and blue team.

As it should be each projectile that a player fires is instantiated in all other players networkView .

Players can pause their game thus avoiding getting hit by projectiles . but when Time.timeScale = 0 the enemy projectile withing my network view also pauses . completely understandable .

what I need help with is getting the projectile to never pause by removing them from my networkView across the network .

I came up with this c# script which would seem as if it would work but ...no luck.

 using UnityEngine;
 using System.Collections;
 
 public class CheckAndRemoveFromNetworkView : MonoBehaviour {
     //private NetworkView nView;
 
     //    NetworkViewID viewID = Network.AllocateViewID();
 
     void Update () {
     if (Time.timeScale == 0)
         {
             networkView.RPC("RemoveFromNetworks",RPCMode.All,nView.viewID);
         }
     }
     [RPC]
     void RemoveFromNetworks(NetworkViewID viewID)
     {
 
             viewID = GameObject.Find("OtherObject").GetComponent<NetworkView>().viewID; 
         nView.viewID = viewID;
     } 
 }


if you notive the gameobject to assign the viewID from is "OtherObject" no idk how the heck that works. each projectile after instantiation has a different viewID to begin with so changing it really does nothing

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