Jump in in running game

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Hello,

I would like to have clients be able to jump in in aleady running games (or leaving them for example if they hit there bus stop). This is how i would like to do it:

One Player starts a game wich loads the ingame szene where i can play (working)
Other player can eighter joint the game or make a new one (working)
when you join the game it loads the same level the master client has generated.

Here comes the problem:
When the client joins the game and loads the level the objects are (right on load) not there. Stuff loads in the following sequence:
-scene starts
-script checks for free spawnpoints (on Start())
-network objects that would occupie the spawnpoint gets loaded
-player spawns in the obstical :(

My question: How can i assure the Level ist compleatly synced when the player "pops in" a running game?

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  • vadim
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    So which parts of level are missing?
    Instances of PhotonView objects created automatically on next joined clients if spawned with PhotonNetwork.Instantiate() call.
    For non-network static objects, you can keep track of such objects on all clients and notify just joined clients from master client about current state.
    Also, to make sure that some action (as creation non-network object) executed on new clients, use RaiseEvent with EventCaching.AddToRoomCache. This event will be fired on new client at join time.