Handle player disconnection
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Hi all,
I have a question about PlayerDisconnection. We need to destroy player character when player has been disconnected (dropped by TrueSync after PanicWindow).
When i received the event OnPlayerDisconnection ( int i_PlayerId ), can I destroy the object or it can generate a problem with rollback?
More simple, the question is: the OnPlayerDisconnection is called in the same safe frame on all clients?
If not, how can I handle this?
Thank you!
I have a question about PlayerDisconnection. We need to destroy player character when player has been disconnected (dropped by TrueSync after PanicWindow).
When i received the event OnPlayerDisconnection ( int i_PlayerId ), can I destroy the object or it can generate a problem with rollback?
More simple, the question is: the OnPlayerDisconnection is called in the same safe frame on all clients?
If not, how can I handle this?
Thank you!
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Comments
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Hello @erre,
The callback is called in a safe frame and you can use a "TrueSyncManager.RemovePlayer" to remove objects linked to a player by TrueSync. Any problems with those feel free to report us.0