Getting multiple instances of gameobjects when rejoining Room

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In the case where my inactive player rejoins a room, I get to have one gameobject instance initiated (monobehaviour functions called) and then it gets destroyed. Then another instance of this object is created again. This is affecting my cached raise event functions.
When joining for first time, this does not happen.

Any help appreciated.

Comments

  • skalapos
    skalapos
    edited April 2021
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    Solved the problem. I was accidentally using both "AutomaticllyScyncScene = true" and called the method "PhotonNetwork.LoadLevel". That made the scene to load twice, thus creating double instances. So when new player joins, should only use either option.