PUN 2 Disconnect and PlayerTTL
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Hi, there is a way to disconnect avoiding setting the player inactive even if the PlayerTTL> 0? Exactly as with LeaveRoom (becomeInactive = false), because in theory Disconnect leaves the room but i don't see any overloads. If i call LeaveRoom(false) and then Disconnect doesn't works. Thanks
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Hi @Andrex904,
Thank you for choosing Photon!
No.
Calling Disconnect explicitly or unexpected disconnects while joined to a room with PlayerTTL != 0 will cause the actor to become inactive.1 -
Thank you for the reply! Since I wanted the player to be removed in case of voluntary disconnection without waiting for the TTL, I used this workaround
public void Disconnect() { SetState(MultiplayerState.Disconnected); if (PhotonNetwork.InRoom) { PhotonNetwork.LeaveRoom(false); isDisconnecting = true; } else if (PhotonNetwork.IsConnected) PhotonNetwork.Disconnect(); } public override void OnConnectedToMaster() { if (isDisconnecting) { isDisconnecting = false; if (PhotonNetwork.IsConnected) PhotonNetwork.Disconnect(); } }
I don't know if it makes sense but maybe it can help someone0