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Unity Multiplayer NetworkLobbyManager spawning Player objects when it shouldn't

Discussion in 'Multiplayer' started by Vennril, Jun 29, 2015.

  1. Vennril


    Jul 12, 2014
    When switching from the lobbyScene to any other scene, the LobbyManager ALWAYS instantiates the player prefab, even if the new scene ISN'T the gameScene. It does that even when the clients are not ready.

    PlayerLobby objects on the other hand only get instantiated when in the lobby scene - and connected. Makes sense. But the player objects seem to lack any criteria. Like I said above, they should only spawn in the game scene, and when ready (which is usually the criteria to switch to the game scene to begin with).

    Is that something, that will be fixed? And is there any way to circumvent this behaviour?