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Thanks @JohnTube! I should thank you guys for Photon, I'm already looking forward to use it again in my next game! I would be immensely grateful if you guys do that! Thanks!
Ah, got it, before sending the RPC that calls the destroy method (I need to call destroy in an RPC because before destroying I need to instantiate an effect on all clients, the destroy is wrapped on a "isMine" check in this rpc method) I was transfe…
I think it would be better if we could check for the photon view existence in the room (not in the client side like PhotonView.Find) before destroying instead of relying on the security of having called the PhotonNetwork.Destroy method only once... …
http://forum.photonengine.com/discussion/9253/photonnetwork-instantiate-different-scenes But I think I found a way around this. Edit: Okay, seems like destroying objects left on another scene by the first players that joined the room is not prohib…
So I assume there is no way to do this?
Hey guys! Thanks for the replies! automaticallySyncScene stores an entry in the custom room properties when PhotonNetwork.LoadLevel(...) is called by the MasterClient Ah, I think I skipped that part in the documentation, thanks! From the second …