//I can't actually serialize a deck as a GameObject... public void createDeckAndSendToEveryone(){ //Debug.Log (numberOfPlayers+" players are in the room, including you, the host"); //Debug.Log ("Game knows all players: " + players.Where(x => x!=null).Select(x=>x.getName()).Aggregate((c,n)=>c+", "+ n)); //Debug.Log ("Game knows player affiliations: " + players.Where (x => x != null).Select (x => x.getAffiliation ()).Aggregate ((current, next) => current + "," + next)); deck = new Deck (new VictimGenerator (), numberOfRounds, players.Where(x=>x!=null).ToArray(), cardPrefab); //Debug.Log("Host created deck of size " + deck.cards.Length); photonView.RPC ("receiveDeck", PhotonTargets.Others, deck.serializeVictims()); //Debug.Log(deck.victims.Select(x=>x.ToString()).Aggregate((c, n) => c + "," + n)); }