So as brought up in the last post we have a new problem or rather known error, the reason why I never brought it up sooner was I wanted to tackle all bugs at once when I finished implementing a few features but it seems to go so well implementing them without bugs, but after finishing the syncing names parts of the leaderboard it reminded me that this is a problem for players when connecting to the server as they don't get the Name data for other players until they respawn.
I may have missed something when following a tutorial but I'm keen to figure it out myself I know it must have something to do with the RPC when the server receives a client user name so I'll start to look there.
So my instinct was right after looking at the line of code that sends the name to the part where it says RpcTarget.All that is where the problem lies as it does send the data when someone joins it doesn't send it again for other users when they join, think of it as writing your name down and putting it in a box that tells everyone who you are but because you want there when they put a name in you don't get their name.
Anyway, the solution was to make the server send everyone's name to each other every time someone joins the room, and that's exactly what RpcTarget.AllBuffered does. Basically what it means is sends the name data to everyone in the session and calls all the names again when someone new joins making that box with names transparent and viewable to anyone new
Now all names are synced all the time when new players join!!!
At this point, things started to slow down with production as I needed to improve my production logs and other parts of my written work. I'd missed out on a few points in parts of my logs because I'm not good at written work so it takes me more time than usual to catch up to everyone else so I'm redirecting production time this week to make sure my written work is higher than a pass.