I'm not sure if I'm understanding the function completely.
Version:
1.3.0-beta5 Lina (2012-10-02)
What I'm doing:
I instantiate a few objects with group id of "2".
I set the groups flag as follows:
uLink.Network.SetGroupFlags([networkGroup], uLink.NetworkGroupFlags.HideGameObjects);
Later in the script (after a player has been added to a group), I call the function:
uLink.Network.RemovePlayerFromGroup
Expected Result:
To remove that player from the group and send commands to player to destroy the networkviews within that group.
Actual Result:
I receive the error "Can't remove Client 1 from Group 2 because player still has 2 object(s) in that group." on the server.
Goal:
My goal here is to setup a "cull" in a sense, so that a particular player doesn't have certain objects instantiated (and taking up memory) if they are too far away. We have a whole lot of objects that load into memory, and I was hoping to use "groups" to reduce the amount of memory the client is loading, and at the same time eliminate the network traffic for those particular (mostly static) objects altogether unless they are within viewing distance.
Is this a bug, or did I misunderstand the function of groups?