I am also running into a similar issue. Destroying a gameobject via "TNManager.Destroy()" results in the object being destroyed on the host, but none of the clients.
My code looks like this - a host or client calls this ..
tno.Send("BuildDock", TNet.Target.Host);
Then this is fired.
[TNet.RFC]
void BuildDock()
{
TNManager.Create("WoodenDock", transform.position, transform.rotation, true);
TNManager.Destroy(gameObject);
}
Pretty simple and straight forward. Yet the TNManager.Destroy(gameObject) call doesn't destroy the object over the network. I should note, the gameObject in question has a "TNObject" component.
EDIT : So it appears calling "tno.DestroySelf()" instead solves my issue. So what exactly is the purpose of TNManager.Destroy then?