Passing default state values after Instantiate
Hey Guys,
Hopefully this is pretty simple to solve, but I've not been able to work it out.
Here's my problem... I call
myEntity = BoltNetwork.Instantiate(...) to spawn the entity, then use
myEntity.state.Scalar = scaleValue; directly afterwards, to set a default value that is applied to other (unsynced) attributes of the instantiated object during the Attached() call.
This doesn't work. Scalar is always 0. My question then is how do I set a default value for this state variable at instantiation?
Any help is much appreciated.
Danny
Best Answer
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Hi @allnodcoms,
Thank you for choosing Photon!
You could make use ofcustom instantiation datato pass initialization values.0
Answers
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Hi @allnodcoms,
Thank you for choosing Photon!
You could make use ofcustom instantiation datato pass initialization values.0 -
Cheers John,
I have to confess, I dropped by the Discord and was helped out by @SmakTalk.
I use IProtocolTokens during setup, for passing player names and such, but I must have missed the overloaded Instantiate() call that accepts one. Using tokens to synchronise initial values is most definitely the way to go.
Thanks again. I may well be back ;o)
Danny
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Oh sorry I totally missed that you're using Bolt and not PUN. So my answer is completely out of context and wrong.
But I'm glad you got help on discord.
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