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[UNITY PUN2] Sending network data when Time.timeScale is at zero

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In my game, when the round ends, I set Unity's timeScale to 0 to freeze the background and overlay a UI. When the master client, presses continue I use PhotonNetwork.LoadLevel. However, this level change is never communicated to the other clients. I've tried using RaiseEvent to tell the clients to reset their timescale back to 1 and I've tried using RPCs. Is there any way to send network data while Time.timeScale is zero? Thanks in advance!

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