playerPhotons = GetComponent<PhotonView>();
this.playerPhotons.RPC("SpawnWeapon", PhotonTargets.AllBuffered, "LandMine");
void SpawnWeapon (string weaponName)
GO = PhotonNetwork.Instantiate(weaponName, Vector3.zero, Quaternion.identity, 0);
GO.transform.parent = rightHand;
GO.transform.localPosition = Vector3.zero;
I don't understand your logic Jesper, as I answered you in a previous post, this type of RPC shouldn't be buffered, because in a game, players are changing weapons often ! So with your method it will buffer ALL switchings EVERY players made from the start of the room.
And PhotonNetwork.Instantiate shouldn't be used in your exemple : that is not appropriate.
You just have to ask at the masterclient for the weapon handled by players when you join the room... that's all.