Hi,
ok, everything is "fine", here is the few catches....
-- RPC call only send to the networkView ID, that is the event you send from playmaker will only be fired to the SAME fsm observed by a networkView. I forget that since I am used now to the way it works with Photon PlayMaker port.
In short, don't expect a PlayMaker global event to be broadcasted, instead, it's only within the Fsm that you will receive that remote event. It doesn't matter if the event is global or not.
Nowing this, you still need to be aware of the following when implementing Unity Network remote event with PlayMaker.
-- This "Send Remote Event" action is basic in the sense that it will take the first networkView component it finds on the GameObject. IT MAY NOT BE the one you expect, that is the one observing the fsm that will fire the remote event. If you have two fsm, and both are observed, the second will fail to send remote event properly, it will try to fire the event from the first networkView component on that gameObject.
The best way to go about that, is to have only ONE fsm on the gameObject and ONE networkView on that gameObject observing the Fsm ( you can set the "state synchronization" to OFF if you only fire remote event and no Fsm variable have "network synch" checked.)
-- Also, for some reason, I realize that the string variable you can pass with the remote event is not implemented yet, I have reported it to PlayMaker, I hope it will be available in the next update.
so, yes, Send remote Event is working, but you need to be aware of these points above to make it work properly.
I recommend in all cases to switch to Photon Networking since it's now supported by PlayMaker in its official package and it a lot more actively developped, in close collaboration with ExitGames. Also, the way I implemented the remote event system is a lot more powerfull and deals properly with what you expect from a PlayMaker Event.
Bye,
Jean