RPC - does not work for newly-connected players.
Options
Hello
My team and I are working on a multiplayer game with the UFPS asset. Currently we have ran into a major issue with the instantiation of an object in the game. If player 1 joins a game and is the master client, when player 1 uses an RPC to instantiate an object in the scene. When player 2 joins the same game player 1 is in, player 2 is unable to see that object that player 1 instantiated. We have taken many different routes to solve this problem and tried using BufferedViaServer RPC and still nothing works. We need a fix to this immediately as we are on a tight deadline.
My team and I are working on a multiplayer game with the UFPS asset. Currently we have ran into a major issue with the instantiation of an object in the game. If player 1 joins a game and is the master client, when player 1 uses an RPC to instantiate an object in the scene. When player 2 joins the same game player 1 is in, player 2 is unable to see that object that player 1 instantiated. We have taken many different routes to solve this problem and tried using BufferedViaServer RPC and still nothing works. We need a fix to this immediately as we are on a tight deadline.
0
Comments
-
Hi,
How do you use RPC to instantiate an object?
Why not PhotonNetwork.Instantiate or PhotonNetwork.InstantiateSceneObject?
0 -
So it did not work. We used both methods !0 -
Does the object you are trying to instantiate have a photon view component?0
-
Of course there are , just lies in the resources folder .0
-
It's not enough for Gos to be in the resources folder. They also need a PhotonView component attached to them.0
-
This component is installed on the object0 -
Unity3D Scene not syncing
When connecting a new player, all objects that were created with the help of PhotonNetwork.Instantiate() are not created. But PhotonNetwork is specified that scene must be synchronized. Loading scene using PhotonNetwork.LoadLevel()0