Issue when master client leave
The whole answer can be found below.
Try Our
Documentation
Please check if you can find an answer in our extensive documentation on PUN.
Join Us
on Discord
Meet and talk to our staff and the entire Photon-Community via Discord.
Read More on
Stack Overflow
Find more information on Stack Overflow (for Circle members only).
Issue when master client leave
Clevereen
2020-11-25 20:43:41
Hello all,
I'm developping a game with 2 players using a same room. So one is master client and the other a client.
i have a big issue when the master client leaves the room :
1-If the master client leaves the room, it seems that the scene is "reset" to initial loading state. For an example I intentionally destroy a game object (with no photonview), when master client leave that object appears again and all instantiated game object are destroyed.
2- but if the client leaves the room, all the instantiated game object remains.
I want only the master client instantiated game object to be destroyed and keep the scene exactly the same way.
Comments
Okay! I found what was causing this problem!
If you want to remain in the scene with all the object :
DON'T USE
void start(){
//the player will load the scene only if the master client loads the scene
PhotonNetwork.AutomaticallySyncScene = true;
}
private void loadScene()
{
if (!PhotonNetwork.IsMasterClient) //if we are not the master client
return;
PhotonNetwork.LoadLevel(sceneLvl)
}
but use this instead:
void Start()
{
PhotonNetwork.AutomaticallySyncScene = false;
}
private void loadScene(){
PhotonNetwork.LoadLevel(){
SceneManager.LoadScene(sceneLvl);
}
Back to top