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Issue building local game menu with PUN-Optimized Player Object

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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?

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