Manual Destroying Script
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I have trouble with this error:
Please help!
UnAllocateViewID() should be called after the PhotonView was destroyed (GameObject.Destroy()). ViewID: 1004 still found in: View (0)1004 on SomeGameObject(Clone)
public void NetDestroy( GameObject obj ) { //PhotonNetwork.Destroy( obj.GetPhotonView() ); photonView.RPC( "RPCDestroy", PhotonTargets.AllBuffered, obj.GetPhotonView().viewID ); } [PunRPC] public void RPCDestroy( int toDestroyID ) { GameObject gObjToDestroy = PhotonView.Find( toDestroyID ).gameObject; // I want to do some logic around destroyed object, eg.: // gObjToDestroy.GetComponent<INetDestroyListner>().OnDestroy(); // if( PhotonNetwork.isMasterClient ) // gObjToDestroy.GetComponent<INetDestroyListner>().OnMasterDestroy(); // Nowadays it's empty. Destroy( gObjToDestroy ); if( PhotonNetwork.isMasterClient ) PhotonNetwork.UnAllocateViewID( toDestroyID ); }What am I doing wrong?
Please help!
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Comments
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The problem was just to DestroyImmediate not to Destroy. GameObject was still on scene when trying to unallocate ID0