Time Scale = 0 cause doDispatch !

i do creating a physical game like billiard pool and for those times that other player disconnected and physics still not being idle, i need to set time scale = 0 to can pause physics. but after that if everything happen on server side like rejoining other players, it doesn't call anything like rpc or callbacks because in PhotonHandler.cs you calculate Dispatches on a fixedUpdae method! so i changed it to Update and everything working fine on timescale 0. i know this may cause some unsync issues.
someone have any suggestion or better way for fixing my problem?


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