Greetings.
1st scene: lobby when players get to see their names in a list. When players join room they're assigned a team using PunTeams (Controller has PunTeams attached). When room's playersCount reaches maxPlayers value then second scene is loaded.
2nd scene: also has PunTeam component attached to controller which is responsible for spawning players.Every client is ok but last – PunTeam list is empty on new scene load for the last client joined the room.
Team assignment:
public class PlayerListUIController : Photon.PunBehaviour
{
public override void OnJoinedRoom()
{
PhotonNetwork.player.SetTeam(PunTeams.PlayersPerTeam[PunTeams.Team.red].Count >= PunTeams.PlayersPerTeam[PunTeams.Team.blue].Count ? PunTeams.Team.blue : PunTeams.Team.red);
}
public override void OnPhotonPlayerConnected(PhotonPlayer otherPlayer)
{
if (PhotonNetwork.room.PlayerCount >= roomPlayerCount) {
PhotonNetwork.LoadLevel(roomName);
}
}
}
In 2nd scene, I check the player's team, and it returns blue, but if I check PunTeams list it's empty and has no players, this is true only for last client who joined the room and was loaded in a scene.
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