This is more of a curiosity rather than trying to find ways of implementing a solution.
Let's say you have a network game object that is about to be destroyed based on the rules of play. But before getting destroyed, you know for a fact there are [ClientRpc] calls that do some actions with this about-to-be-destroyed network game object, such as dropping/spawning items/loots, or play an animation/sound clip.
I am wondering if it is possible to avoid seeing this warning messages at all cost?...
Is it possible to avoid receiving "Did not find target Rpc" warnings before destroying objects?
Let's say you have a network game object that is about to be destroyed based on the rules of play. But before getting destroyed, you know for a fact there are [ClientRpc] calls that do some actions with this about-to-be-destroyed network game object, such as dropping/spawning items/loots, or play an animation/sound clip.
I am wondering if it is possible to avoid seeing this warning messages at all cost?...
Is it possible to avoid receiving "Did not find target Rpc" warnings before destroying objects?