![Unity3d gameobject find inactive](https://kumkoniak.com/116.png)
![unity3d gameobject find inactive unity3d gameobject find inactive](https://i.stack.imgur.com/os13t.png)
If the sending and receiving GO is the same, this is unnecessary. So locally you send the view ID of the game object you want activated/deactivated, and then on the remote side, you find that ID. Thus, your solution would be to use those instead. You can only send simple variable types such as strings, ints, and floats. You cannot send GameObject, PhotonViews, or complex types via the Photon Network. Void SetThisInactive(GameObject ToBeDeactivated) Void SetThisActive(GameObject ToBeActivated) PVToBeDeActivated.RPC("SetThisActive", RpcTarget.All, PVToBeDeActivated) PVToBeDeActivated.RPC("SetThisInactive", RpcTarget.All, PVToBeDeActivated) So is it not possible to synchronize the status of a Gameobject via RPC? How can I synchronize the (De-)Activation of an GameObject via PUN?
![unity3d gameobject find inactive unity3d gameobject find inactive](https://i.stack.imgur.com/yITZK.png)
"Sending RPC "SetThisInactive" to target: All or player." Custom type not found: UnityEngine.GameObject" If I test it in unity the console tells me:
![unity3d gameobject find inactive unity3d gameobject find inactive](https://1.bp.blogspot.com/-lB_Cba-9sc0/XRsbERD-raI/AAAAAAAAZr8/sIIR8NXvmg8mALoc3uVI6y3vBaDVI8ZzACK4BGAYYCw/w1200-h630-p-k-no-nu/Screen%2BShot%2B2019-07-02%2Bat%2B2.21.00%2BPM.png)
The script is attached to the "button"-Mesh, the GameObject and the PhotonView belong to the second GO which I want to (de-)activate. So if a click on the first Gameobject is recognized, the second one should be activated or deactivated for all clients. In my game I have one Gameobject that should serve as a "button" (the type is not an UI button, its a 3D-Object with a Mesh) to (de-)activate another Gameobject. Unfortunately I am still struggling with the RPC calls.
![Unity3d gameobject find inactive](https://kumkoniak.com/116.png)