I have a racing game where the master client is able to change the scene / track that players are racing on at any time. The players all join a room and then within that room the race manager can choose to load a new scene once racers get bored of the current loaded scene / track.
I'm using automaticallysyncscene = true and the master client loads the new scene by calling PhotonNetwork.LoadLevel
This works fine and you can see the master client switches first and then the clients follow automatically as expected.
After the new scene loads the master client can see all players but players in some cases can't see each other or the master client and I get the warnings about no such photon view existing. I can also see that the clone GOs for the players have not been instantiated.
My understanding was that using automaticallysyncscene and photonnetwork.loadlevel all this serialization stuff would be handled for me but clearly something is going very wrong. I've been searching for a solution but so far nothing found except stuff about turning off the message queue which I thought was automatic in the scenario I've described above?
Another symptom is if the player who can't see others then leaves and rejoins he may then see multiple instances of the same players as if the scene has been changed multiple times it seems to be stacking 'ghost' entities which then reappear as clones with view id's that just float about as there is no seralization for them.
What am I doing wrong to cause this?
I'm using automaticallysyncscene = true and the master client loads the new scene by calling PhotonNetwork.LoadLevel
This works fine and you can see the master client switches first and then the clients follow automatically as expected.
After the new scene loads the master client can see all players but players in some cases can't see each other or the master client and I get the warnings about no such photon view existing. I can also see that the clone GOs for the players have not been instantiated.
My understanding was that using automaticallysyncscene and photonnetwork.loadlevel all this serialization stuff would be handled for me but clearly something is going very wrong. I've been searching for a solution but so far nothing found except stuff about turning off the message queue which I thought was automatic in the scenario I've described above?
Another symptom is if the player who can't see others then leaves and rejoins he may then see multiple instances of the same players as if the scene has been changed multiple times it seems to be stacking 'ghost' entities which then reappear as clones with view id's that just float about as there is no seralization for them.
What am I doing wrong to cause this?