Hello again, i'm going on experimenting with unity's networking facilities and i'm quite happy with them, so far. For now i have a uber-easy client-server app. My game server broadcasts himself to the master server, the client connects to MS and then correctly to my GS. Then on the client i call an RPC @server, passing username and password. The server has a custom class to store the NetworkPlayer and all the other info i need. A class method uses WWWForm (along with yield) to check if user/pass are ok. I'd like to call this method from the RPC function, wait for him to finish and then go ahead with the RPC code. The problem is that if i try to call it using StartCoroutine(objectHash[index].myRoutine()), it works; if i try to call it using yield, it doesnt. What's wrong? Can i use yield inside an RPC function? Can i yield a custom object class method?? Why i get two different behaviours with these two tecniques?