I'm using UFPS and the UFPS Multiplayer Kit, the problem I have is that when a client enters the room the game crashes for the master only, everything works as expected on the client (now new master), in other words it can only be one master and it will keep crashing if someone else enters the room, the problem it only appears on apple devices, I mean Mac (while testing in Unity) and iPhones or iPads, on Android everything works, as well as on PC. Here are the console errors:
NullReferenceException: Object reference not set to an instance of an object
vp_BodyAnimator.InitMaxSpeeds () (at Assets/UFPS/Base/Scripts/Gameplay/Player/vp_BodyAnimator.cs:823)
vp_BodyAnimator.Awake () (at Assets/UFPS/Base/Scripts/Gameplay/Player/vp_BodyAnimator.cs:310)
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
vp_MPPlayerSpawner:InstantiatePlayerPrefab(PhotonPlayer, Hashtable, Int32, Int32, Int32, Int32, Int32) (at Assets/UFPS/Multiplayer/Scripts/Master/vp_MPPlayerSpawner.cs:401)
vp_MPPlayerSpawner:ReceiveInitialSpawnInfo(Int32, PhotonPlayer, Vector3, Quaternion, String, Int32, Int32, Int32, Int32, Int32, Int32, PhotonMessageInfo) (at Assets/UFPS/Multiplayer/Scripts/Master/vp_MPPlayerSpawner.cs:311)
System.Reflection.MethodBase:Invoke(Object, Object[])
NetworkingPeer:ExecuteRpc(Hashtable, Int32) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:3022)
NetworkingPeer:RPC(PhotonView, String, PhotonTargets, PhotonPlayer, Boolean, Object[]) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:3831)
PhotonNetwork:RPC(PhotonView, String, PhotonTargets, Boolean, Object[]) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonNetwork.cs:2941)
PhotonView:RPC(String, PhotonTargets, Object[]) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonView.cs:597)
vp_MPMaster:TransmitInitialSpawnInfo(PhotonPlayer, Int32, String, Int32, Int32, Int32, Int32, Int32, Int32) (at Assets/UFPS/Multiplayer/Scripts/Master/vp_MPMaster.cs:709)
vp_MPMaster:RequestInitialSpawnInfo(PhotonPlayer, Int32, String, Int32, Int32, Int32, Int32, Int32, Int32) (at Assets/UFPS/Multiplayer/Scripts/Master/vp_MPMaster.cs:657)
System.Reflection.MethodBase:Invoke(Object, Object[])
NetworkingPeer:ExecuteRpc(Hashtable, Int32) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:2999)
NetworkingPeer:OnEvent(EventData) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:2592)
ExitGames.Client.Photon.PeerBase:DeserializeMessageAndCallback(Byte[])
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
PhotonHandler:Update() (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:153)
I'm not sure, but I think the problem starts with this function:
NetworkingPeer:ExecuteRpc
Any ideas why it doesn't work on iOS?
Thank you