A client joining the Master Client in game is doubled
Hi,
As the title says, I create a room with the Master Client, and then I start the second instance of game as an ordinary Client and player is doubled (now, there are three players visible and the two are controlled by the Master Client).
As the title says, I create a room with the Master Client, and then I start the second instance of game as an ordinary Client and player is doubled (now, there are three players visible and the two are controlled by the Master Client).
0
Best Answer
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Hi @Tomza,
please check yourPhotonNetwork.Instantiate(...)
calls. The MasterClients seems to call it twice although he obviously shouldn't do this. You can easily count the calls of this function by surrounding it with some Debug.Log(...) calls.5
Answers
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Hi @Tomza,
please check yourPhotonNetwork.Instantiate(...)
calls. The MasterClients seems to call it twice although he obviously shouldn't do this. You can easily count the calls of this function by surrounding it with some Debug.Log(...) calls.5 -
Thank you!
I don't understand that, but it is because I changed
PhotonNetwork.automaticallySyncScene = false;
to
PhotonNetwork.automaticallySyncScene = true;
And somehow it creates two instances of character. It is problem with loading a scene - it is different in both cases.0 -
I have the same problem. If I set "PhotonNetwork.automaticallySyncScene" to true, the master does not create one player, but two players. Is there a solution to this problem?0