
// ...

private void PlayerAcceptedSetup(NetworkingPlayer newPlayer, Networker sender)
{
    networkObject.SendRpc(newPlayer, RPC_RPC_NAME, args);
}
</code></pre>

<h2 id="notes">Notes</h2>
<p>This player targeting with RPCs are done on the server. Clients do not have direct access to each other since all network traffic goes through the server (which makes it <a href="/authoritative-design.md">authoritative</a>). You can use Receivers.Owner to target the owning player of the network object from any client