Hi,
my game is running fine in Multiplayer using PUN. Now I wanted to implement a local Main Menu where the player can select the gamemode to play, search for other players, etc.
I'm struggeling a bit because I need to spawn a very complicated player object (it's a VR game) which is being build during runtime facilitating Photon.Instantiate and RPC calls. When I created this, I was expecting I could always just switch to offline mode and execute RPC calls whatsover.
However I learned that I cannot just simply Instantiate this player object in an non-PUN scenario but require at least a joined room.
However, when switching or leaving rooms (which I need to do to e.g. switch gamemodes), the player gets destroyed.
I really don't wanna go the route to check if I'm in a room for every call that is done when the player object is setup and call a local function / local instantiation instead an RPC call / Photon.Instantiate.
is there a cleaner way?
my game is running fine in Multiplayer using PUN. Now I wanted to implement a local Main Menu where the player can select the gamemode to play, search for other players, etc.
I'm struggeling a bit because I need to spawn a very complicated player object (it's a VR game) which is being build during runtime facilitating Photon.Instantiate and RPC calls. When I created this, I was expecting I could always just switch to offline mode and execute RPC calls whatsover.
However I learned that I cannot just simply Instantiate this player object in an non-PUN scenario but require at least a joined room.
However, when switching or leaving rooms (which I need to do to e.g. switch gamemodes), the player gets destroyed.
I really don't wanna go the route to check if I'm in a room for every call that is done when the player object is setup and call a local function / local instantiation instead an RPC call / Photon.Instantiate.
is there a cleaner way?