Showing destroyed SceneObjects after joining a room
Options
in Photon Bolt
Hi guys!
I've been trying to find a solution for this for a big while, but couldn't find anything. That's the story: I have multiple Scene Objets that are correctly in sync for any player who is in the room (I destroy them using BoltNetwork.Destroy, only if entity.IsOwner). The problem comes out when a new player joins the room since in his instance of the game, all the scene objects are there. I guess Bolt is not saying to the new client to destroy these objects, but couldn't figure out how to get that.
Many thanks for your time!
I've been trying to find a solution for this for a big while, but couldn't find anything. That's the story: I have multiple Scene Objets that are correctly in sync for any player who is in the room (I destroy them using BoltNetwork.Destroy, only if entity.IsOwner). The problem comes out when a new player joins the room since in his instance of the game, all the scene objects are there. I guess Bolt is not saying to the new client to destroy these objects, but couldn't figure out how to get that.
Many thanks for your time!
0
Best Answer
-
I believe this is one of a few issues with scene entities, just instantiate entities as normal rather than keeping them in the scene and it should work without issue.5
Answers
-
I believe this is one of a few issues with scene entities, just instantiate entities as normal rather than keeping them in the scene and it should work without issue.5