Network objects disappearing for player 1 only.
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hey everyone. Having a weird issue I could use some advice on. Upon a player joining the room I PhotonNetwork.Instantiate their player Avatar. This appears to work without a hitch for everyone but player 1. When the first player joins the room I can see my own avatar and player 2. However after players 3 and onward join the instantiated avatars disappear ONLY for player 1. Every other player can see the avatars no problem. IF player 1 leaves the room then whoever player 2 was inherits this symptom.
Any thoughts? I have tried several different ways to get around this including starting the avatars out as scene objects and transferring ownership and using a RPC to essentially network instantiate.
Thanks in advance.
Any thoughts? I have tried several different ways to get around this including starting the avatars out as scene objects and transferring ownership and using a RPC to essentially network instantiate.
Thanks in advance.
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No idea.
You can put a script on the player instances. In the OnDestroy() method, put a Debug.Log() and try to make sense of the callstack when the objects vanish.
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I was able to figure it out. I needed to mark the newly instantiated objects as Do Not Destroy on Load0