Client can't see other players.

Only the host can see all the players in the room. The clients can only see their own players.

The clients get this error:

Received OnSerialization for view ID 1000. We have no such PhotonView! Ignored this if you're leaving a room. State: Joined

The only photon views I have are on the players. Their view ids are on "set at runtime" and it is only serializing "Position and Rotation" as reliable delta compressed.

What do I do?

Comments

  • Are you loading something on start? The scene?
    If so, you have to stop the "message queue". I think this is PhotonNetwork.isMessageQueueRunning = false. Set it to true when you loaded.

    This keeps RPCs from being fired for game objects you are still loading.
  • Well, what I do is this

    main menu:

    turn of message queue
    application load level ( room map )
    turn on message queue

    I guess it isn't being turned on in time.

    Should I put a script on the scene that just turns it back on in Start() or should I add some sort of Photon Function that gets triggered when a scene is loaded?
  • In the scene, on start i did this:

    PhotonNetwork.isMessageQueueRunning = true;

    Didn't seem to work....
  • PhotonNetwork.isMessageQueueRunning = true;
    This is the original value. You have to set it to false before you load (and accept more RPCs for the just loading game objects).
  • Tobias wrote:
    PhotonNetwork.isMessageQueueRunning = true;
    This is the original value. You have to set it to false before you load (and accept more RPCs for the just loading game objects).
    That's what I did.

    main menu:
    PhotonNetwork.isMessageQueueRunning = false;
    Application.LoadLevel(map);

    map scene:
    void Start(){
    PhotonNetwork.isMessageQueueRunning = true;
    }
  • Oops, Got it to work. Thank you very much for the help :)
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