Quick RPC Question
.All = Everybody in the currently room?
.AllBuffered = Everybody in the currently room, and everybody that joins the room?
Do i got those correct?, and does those two only execute once?
.AllBuffered = Everybody in the currently room, and everybody that joins the room?
Do i got those correct?, and does those two only execute once?
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All RPCs are only executed once per GameObject. I think it's possible that multiple scripts on the same GO have the same RPC method though.
When a player joins the room he can't see it, only the players in the room can see it, even though im using .AllBuffered?
Maybe the RPC is arriving and dispatched even before the GO and the script are existing??
Check the console if some RPC fails cause it can't find the target.
In the latest PUN package from the Asset Store is a PDF. It contains a section "Timing for RPCs and Loading Levels", which explains how to pause the message queue while a scene is setup. This might help.
And PhotonNetwork.Instantiate shouldn't be used in your exemple : that is not appropriate.
You just have to ask at the masterclient for the weapon handled by players when you join the room... that's all.
Yes i understand now, and thank you. But i posted this before you gave me an answer in the other thread.