Instantiate is buffered but Destroy isnt?

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After testing this out quite a few ways it seems as if PhotonNetwork.Instantiate() is a buffered RPC call, but Destroy isnt or it does not seem to remove the initial Instantiate call from the buffer as it should. Basically in the game I am testing when a player joins after an object has been Instantiated and Destroyed the new player see's this object, and if any RPC's are attempted on that PhotonView the remote client logs an error saying no PhotonView exists.

Is there another step that I am missing?

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  • Tobias
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    PhotonNetwork.Destroy should remove the instantiation.
    We will check asap. We're working on some fixes and improvements anyways.

    Thanks for the hint.