Instantiation breaks when using networkingPeer.Service() (PUN Classic)
Martin
✭
Hi there,
I need some help with a strange issue I'm having. To make sure my game runs smooth network wise I call networkingPeer.Service() about 20 times per second, which removes any lag I had before. I also sync scenes automatically to prevent players from getting instantiated in the wrong scene, which works great.
My problem is that when I call networkingPeer.Service() on clients that are playing, their player objects get instantiated immediately in the menu scene for a new player that joins, seemingly disregarding isMessageQueueRunning completely.
I guess this makes sense in some way, but is there a way to prevent the player objects from getting instantiated immediately while also calling Service() in game?
Using Unity 2018.2.12 and PUN Classic 1.92
Thanks, Martin
I need some help with a strange issue I'm having. To make sure my game runs smooth network wise I call networkingPeer.Service() about 20 times per second, which removes any lag I had before. I also sync scenes automatically to prevent players from getting instantiated in the wrong scene, which works great.
My problem is that when I call networkingPeer.Service() on clients that are playing, their player objects get instantiated immediately in the menu scene for a new player that joins, seemingly disregarding isMessageQueueRunning completely.
I guess this makes sense in some way, but is there a way to prevent the player objects from getting instantiated immediately while also calling Service() in game?
Using Unity 2018.2.12 and PUN Classic 1.92
Thanks, Martin
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