Changing name and parent of Network objects

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I've noticed that if I modify the name and parent of a GameObject created with PhotonNetwork.Instantiate(), the object will no longer be automatically instantiated when other clients join the room at a later point. Is there a supported way of modifying GameObject's name and parent so that it won't interrupt the network Instantiation process?

[EDIT] I'm now handling this through a buffered RPC, and it seems to be working.

Comments

  • Hi @Zelek,

    renaming an object locally shouldn't affect the Instantiation on other clients. I have done a quick test for this scenario which worked fine for me. Changing the parent however might cause more problems. Those changes have to be applied on each client in the room in order to synchronize objects properly. You are fine by using buffered RPCs for this case.