PhotonNetwork.DestroyPlayerObjects() problems
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/// <summary>
/// Network-Destroy all GameObjects, PhotonViews and their RPCs of this player (by ID). Can only be called on local player (for "self") or Master Client (for anyone).
/// </summary>
/// <remarks>
/// Destroying a networked GameObject includes:
/// - Removal of the Instantiate call from the server's room buffer.
/// - Removing RPCs buffered for PhotonViews that got created indirectly with the PhotonNetwork.Instantiate call.
/// - Sending a message to other clients to remove the GameObject also (affected by network lag).
///
/// Destroying networked objects works only if they got created with PhotonNetwork.Instantiate().
/// Objects loaded with a scene are ignored, no matter if they have PhotonView components.
/// </remarks>
/// <returns>Nothing. Check error debug log for any issues.</returns>
This description should be available in the IDE in best case. Maybe MonoDevelop doesn't show it (it's built for/with Visual Studio).
In any case: You can destroy all GOs of a user, provided you are this user (network-destroy all your own stuff) or you are the Master Client (the player who's the longest active in the room).
What is the usecase?0