Cannot Switch To Offline Mode
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i'm using PhotonNetwork.offlineMode to share code between the single-player and the multi-player games. the game works fine if i run it in offline mode, and it works fine if i run it in online mode. however, whenever i try to switch back to offline mode after an online match, it wouldn't allow me to PhotonNetwork.Instantiate anything. i'd very much appreciate it if someone could have a look at what i'm doing wrong:
[code2=csharp]if (!PhotonNetwork.offlineMode) {
// disconnect everything and go into offline mode.
Debug.Log ("switching to offline mode.");
if (PhotonNetwork.connected) {
Debug.Log ("disconnecting from network.");
PhotonNetwork.Disconnect ();
while (PhotonNetwork.connected) {
yield return null;
}
}
PhotonNetwork.offlineMode = true;
}
if (PhotonNetwork.room == null) {
// enter offline room.
Debug.Log ("creating offline room.");
PhotonNetwork.CreateRoom (null, false, false, 1);
} else {
Debug.Log ("already in room " + PhotonNetwork.room.name);
OnJoinedRoom ();
}[/code2]
i would be able to enter an "OfflineRoom", and everything looks fine, except that i cannot properly instantiate anything, and i get a null ref error if i try to get owners of photonviews... please help! :geek:
[code2=csharp]if (!PhotonNetwork.offlineMode) {
// disconnect everything and go into offline mode.
Debug.Log ("switching to offline mode.");
if (PhotonNetwork.connected) {
Debug.Log ("disconnecting from network.");
PhotonNetwork.Disconnect ();
while (PhotonNetwork.connected) {
yield return null;
}
}
PhotonNetwork.offlineMode = true;
}
if (PhotonNetwork.room == null) {
// enter offline room.
Debug.Log ("creating offline room.");
PhotonNetwork.CreateRoom (null, false, false, 1);
} else {
Debug.Log ("already in room " + PhotonNetwork.room.name);
OnJoinedRoom ();
}[/code2]
i would be able to enter an "OfflineRoom", and everything looks fine, except that i cannot properly instantiate anything, and i get a null ref error if i try to get owners of photonviews... please help! :geek:
0
Comments
-
I've tested the same situation in the PUN "worker demo" and that seems to instantiate fine, chat also works.
So we must be doing something different. What nullreff are you getting?0 -
i have built a small prototype to demonstrate the issue. i've uploaded it to:
https://bitbucket.org/hamletarcher/phot ... mode-test/-
open the scene "OfflineModeTest"
press the "spawn prefab" button --> prefabs are spawned correctly, and RPCs are called correctly.
press load offline level --> press the "spawn prefab" button --> things are fine.
press load online level --> press the "spawn prefab" button --> still fine.
i get a null ref if i try to get photonView.owner, and all RPCs cease to work. :shock:0