PhotonNetwork.Destory() problem

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Hi, Photon support team:
There is a problem when I call PhotonNetwork.Destory().
1. Client A: (MasterClient) call: GameObject tempGo = PhotonNetwork.InstantiateSceneObject("Prop", position, Quaternion.identity, 0, null);
2. Client A(MasterClient) call PhotonNetwork.Destory(tempGo).
Problem:
Client A(MasterClient) can destroy the tempGo correctly.
But other Client(not MasterClient) get the error:
"
Can't execute received Destroy request for view ID=3 as GO can't be foudn. From player/actorNr: 2 goToDestroyLocally= originating
Player=qerdo3

UnityEngine.Debug:LogError(Object)
NetworkingPeer:OnEvent(EventData) (at Assets/ThirdParty/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:1561)
ExitGames.Client.Photon.PeerBase:DeserializeMessageAndCallback(Byte[])
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
PhotonHandler:Update() (at Assets/ThirdParty/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:76)
"
And the mirror of tempGo didn't disappear in the other Client(not MasterClient)

Please help me. I can't go on developing my game. Thank you!

Comments

  • Tobias
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    Either you call Destroy (too) shortly after InstantiateSceneObject, or you do call Destroy from another client, too.
    In the log I see "actorNr: 2". Unless you quit the original Master Client, this means that another player calls Destroy (too).