Simple Cloud server client test throws errors

Just started using Photon in Unity. I created a simple test almost exactly the same as the DemoWorker one from the Asset Store. After connecting, I join/create a room which spawns a photon view ball the player can move. I open two clients, one running in Unity Editor, one in a browser and this error starts spamming once the browser client joins the room:

NullReferenceException: Object reference not set to an instance of an object
NetworkingPeer.ObjectIsSameWithInprecision (System.Object one, System.Object two) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:2438)
NetworkingPeer.DeltaCompressionWrite (.PhotonView view, System.Collections.Hashtable data) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:2415)
NetworkingPeer.WriteSerializeData (.PhotonView view) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:2389)
NetworkingPeer.RunViewUpdate () (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:2279)
PhotonHandler.Update () (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:90)


My server settings:
PhotonCloud
app.exitgamescloud.com:5055

I spawn the balls with PhotonNetwork.Instantiate once a player has joined the room.

Here is the ball script, just sending position:
using UnityEngine;
using System.Collections;

[RequireComponent(typeof(Rigidbody))]
public class Ball : Photon.MonoBehaviour {
	
	public float speed = 5;
	
	private Vector3 _correctPos = Vector3.zero;
	
	private void Awake() {
		gameObject.name = gameObject.name + photonView.viewID.ID;
		
		TextMesh playerName = GetComponentInChildren<TextMesh>();
		
		if (photonView.isMine) {
			// local player
			playerName.text = PhotonNetwork.playerName;
			renderer.material.color = Color.red;
		} else {
			// network player
			playerName.text = PhotonNetwork.otherPlayers[0].name;
			renderer.material.color = Color.blue;
		}
		
		_correctPos = transform.position;
	}
	
	private void Update() {
		if (photonView.isMine) {
			// local player
			float x = Input.GetAxis("Horizontal") * Time.deltaTime * speed;
			float y = Input.GetAxis("Vertical") * Time.deltaTime * speed;
			transform.Translate(x, 0, y);
			Camera.mainCamera.transform.LookAt(transform);
		} else {
			// network player
	        // smooth this, this looks good, at the cost of some accuracy
			transform.position = Vector3.Lerp(transform.position, _correctPos, Time.deltaTime * 5);
    	}
	}
	
	private void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) {
        if (stream.isWriting) {
            // local player
            stream.SendNext(transform.position);
        } else {
            // network player
            _correctPos = (Vector3)stream.ReceiveNext();
        }
    }
}

This seems simple, what am I doing wrong? Any help?
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