RPC choke Local Machine....

I'm running a simple Peer-to-Peer networking. I have one person who is a host...and when I send out RPC's, they are sent to Everyone but the LocalMachine.

When My buddy shoot's his gun, and sends a shoot RPC, my machine studders a bit.

Is this common with unity?

Thanks, stringa

depends on what you do on receiving. if you create models etc then yes its normal.

but normally its no problem as long as you don't exceed the critical mass of rpc calls.

Unity networking is never peer to peer btw. its always server - client with one of the players being the server (or a dedicated machine)

Istantiating an Object (model) would choke my machine? (even when it's not coming from Network.Instantiate?)

I honestly don't know what to do if this is the issue. Is it just the case in general?

I'm not syncing the Objects after I create them.

Would Makeing an RPC call and then just creating them locally still choke the machine?

thanks, stringa