Custom event cache cleanup question

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I'm using PUN 2.

I want my player objects to not destroy even when a player leaves. I looked at the docs, and they mention that I can set RoomOptions.CleanupCacheOnLeave to false. I did that, but I'm concerned that there are other things (apart from the player GameObject not being destroyed) that might get affected.

For all the raised events I have in my game, if I set their
RaiseEventOptions.CachingOption = EventCaching.RemoveFromRoomCacheForActorsLeft
will that make sure that all the events raised by that specific player get cleaned from the cache?

Also, is there any other thing I would need to worry about after setting RoomOptions.CleanupCacheOnLeave to false?

Any help will be appreciated. Thanks!

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  • Ayfel
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    Curious as well, I am setting up objects with RPCs, adding photonviews and assigning viewIDs at runtime as well as transfering ownership to the scene, however when the master client leaves (the one that creates the original photonview and raises the RPC to clients to assign the viewID) the objects get destroyed and I am not sure what else I can do to avoid this. Seems the CleanupCacheOnLeave might be the solution but what else is dangerous about it?