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Problem with Photon

Discussion in 'Connected Games' started by fred_gds, Jan 21, 2015.

  1. fred_gds

    fred_gds

    Joined:
    Sep 20, 2012
    Posts:
    184
    Hey,

    I started using Photon and today I ran in a quite strange Error/Bug.

    So I created a room and I have 2 players in it. So then I load a new Scene through the master with PhotonNetwork.LoadLevel(). Everything works great until here. But then I wanted the master instantiate further GameObjects. Therefore I wrote following script:

    void Awake()
    {
    if(PhotonNetwork.isMasterClient)
    {
    PhotonNetwork.Instantiate("Player123" , Vector3.zero, Quaternion.identity, 0);
    }
    }

    strangely the objects only appear on the master but not on the clients.

    But if I use if(!PhotonNetwork.isMasterClient) instead then the Objects will be spawned on the clients and the master. So I don't quite understand logic behind that and after spending hours to try figure out how it is supposed to work, I wanted to ask if anyone else ran into similar problems.

    By the way the Objects I want to Instantiate are static and have a PhotonView Component attached to them.


    EDIT: I found the problem. Apparently the Awake function of the master gets loaded before the other player join. So therefore the Instantiation will not work inside Awake()....
     
    Last edited: Jan 21, 2015
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