Hold off on sending OnPhotonPlayerConnected RPCs until after they have loaded the level

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We often use RPCs in the OnPhotonPlayerConnected function to send players just joining the room info on the players, maps, etc. The problem is that OnPhotonPlayerConnected sends as soon as the player connects, instead of once they have finally loaded the level. ((isMessageQueueRunning) is already set to false for the player who is loading in.)

The problem is the joining player receives very old out of sync status RPCs depending on how long they took to load the level. How can we wait until we know the player has fully loaded the level before sending those OnPhotonPlayerConnected RPCs?

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