Set Network scene differently to the Active scene
I'm looking for the ability to Spawn and keep networked items within a scene that is not the active scene. WIth the active scene keep just static.
In the game we have 3 scenes loaded in async. An art only scene, which is the active scene, a gameplay scene and another misc scene. As such I want to spawn and handle all the network actions within the gameplay scene but when i host or join a game prefabs are spawned into the art scene which means it will show within the host but not the clients. If I move the networking code into the art scene clients and host can see each other.
The perfect solution for us would just to be able to spawn items into the gameplay scene and have this as the networked scene.
I have tried just passing in the index for the gameplay scene into StartGameArgs but that just unload the other 2 scenes which isn't ideal.
So in summary; We have a 3 scene setup the active scene can't be changed and we want to spawn networked items into a given scene.
Answers
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Hi,
If the visual scene is not supposed to have any networked data, it can be loaded locally.
You can also modify or create your own
NetworkSceneManager
to load scenes additively.These are useful reads about it:
https://doc.photonengine.com/en-us/fusion/current/manual/scene-loading
https://doc.photonengine.com/en-us/fusion/current/technical-samples/fusion-scene-loading
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Isaac Augusto
Photon Fusion Team
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