Each player gets an instance of an actor class and a networkplayer class that is a prefab.... the actor class contains all the variables needed and exists for both the local and remote game object on each client... so I believe my actor class is exactly what you are suggesting I use, but I am sorry but I am not sure what you mean by Send this RFC as "saved"??
Would this be the target.allsaved or target.othersaved??
This will allow me to send the entire class?? or the game object?
I tried
tno.Send("RSendPlayer",Target.OthersSaved,TNManager.playerID, this.gameObject as object);
and
tno.Send("RSendPlayer",Target.OthersSaved,TNManager.playerID, this.gameObject);
Both return the same runtime error...
Unable to write type UnityEngine.GameObject
UnityEngine.Debug:LogError(Object)
TNet.UnityTools:Write(BinaryWriter, Object[]) (at Assets/TNet/Client/TNUnityTools.cs:283)
TNObject:SendRFC(UInt32, Byte, String, Target, Boolean, Object[]) (at Assets/TNet/Client/TNObject.cs:547)