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MasterClient player not shown on all clients

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Hello,

Let me explain my game's scenario:
Players are in the main menu scene, they matchmake randomly into rooms. When the room is full they select the character they want to play with and press the "ready" button which send an RPC to the master client.
When all players are ready, the master client loads the game scene using the following code:

PhotonNetwork.LoadLevel("Game Scene");

PhotonNetwork.automaticallySyncScene is also set to true, so all clients will sync the scene.
Now when the master clients loads his scene, all other players are there when they load their scenes and instantiate their player prefab. while the other players just can't see the master client's player, but they can see each other's players.

This is kind of weird because I have read that PhotonNetwork.LoadLevel() is supposed to handle this using room properties, and I have seen almost the same case scenario on this forum:
http://forum.unity3d.com/threads/solved-players-that-join-a-game-cant-see-other-previously-instantiated-objects-pun.324508/

But in my case I wasn't able to handle this.

Am I doing anything wrong? Should I handle something?

Any suggestions are appreciated.

Thank you!

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