PhotonNetwork.Instantiate immediately gets destroyed

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Hello,

I have completed my matchmaking lobby, it works very well. When i transition into my game room (master client calls PhotonNetwork.LoadLevel) I have issues spawning a player for each client. There is a photonView object with my script in the game room. On Start() it calls PhotonNetwork.instantiate. What ends up happening is that each client do in fact spawn the other clients players, but they instantly delete them with the error:

PUN-instantiated 'Prefab' got destroyed by engine. This is OK when loading levels. Otherwise use: PhotonNetwork.Destroy()

Ive also tried setting a 5 second delay to spawn to make sure all the players are in the room (Not a long term solution, just a test) Anyone ever have this problem?

Thanks,
Mitch

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