Gameobject disappears when the masterclient exits
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public override void OnJoinedRoom() { if (PhotonNetwork.IsMasterClient) { spawnerEnemy.instance.runSpawn(); } }When entering the room, masterclient will run the spawn function below
public void runSpawn() { StartCoroutine(spawn()); } IEnumerator spawn() { while (true) { PhotonNetwork.Instantiate(enemy.name, spawnerpoint[Random.RandomRange(0, 6)].transform.position, enemy.transform.rotation); yield return new WaitForSeconds(2); } }When the masterclient exits the room, the masterclient will switch to another client and continue running the spawn function. Some object instances from the previous masterclient will disappear, I don't understand why.
This is the video I test on youtube https://youtu.be/OWagz7orDqU
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Comments
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Hi @JackieLove,
Thank you for choosing Photon!
You need networked scene object for this: PhotonNetwork.InstantiateSceneObject1 -
Hi @JackieLove,
Thank you for choosing Photon!
You need networked scene object for this: PhotonNetwork.InstantiateSceneObject
thank you0