Hello! In dealing with Unity networking I have (I think) noticed something:
Anyone can call RPCs on a network view that I placed in the scene from within the editor...
If, however, the network view is created at runtime, only the allocator of the its ID can call RPCs on it! I need to have certain NetworkViews which are created at runtime, but accept RPCs from everyone. Are there any ways to do that? (I am okay with "dark arts" (using undocumented APIs)) Would SetScope work? Or is there receiver side logic actually blocking incoming RPCs to self-owned objects?
If, however, the network view is created at runtime, only the allocator of the its ID can call RPCs on it! I need to have certain NetworkViews which are created at runtime, but accept RPCs from everyone. Are there any ways to do that? (I am okay with "dark arts" (using undocumented APIs)) Would SetScope work? Or is there receiver side logic actually blocking incoming RPCs to self-owned objects?