SpawnManagerBase: Lines 141-213
// Instantiate the player and let the PhotonNetwork know of the new character.
var player = GameObject.Instantiate(GetCharacterPrefab(newPlayer), spawnPosition, spawnRotation);
var photonView = player.GetComponent<PhotonView>()...
CharacterSpawnFixer:
using System.Linq;
using System.Collections;
using System.Collections.Generic;
using Opsive.UltimateCharacterController.AddOns.Multiplayer.PhotonPun.Game;
using Photon.Pun;
using Photon.Realtime;
using UnityEngine;
public class CharacterSpawnFixer : MonoBehaviour
{...
Hello,
For some reason it spawns two instances of the player instead of just one i've tested the demo scene and it works fine with my custom player so i'm at a loss. The first player spawns fine then after a few seconds another copy of the player spawns.
IndexOutOfRangeException: Index was...
I've confirmed that its to do with trying to start the revive ability through code characterLocomotion.TryStartAbility(reviveAbility);. If you enable the Start on death bool in the Revive ability it works properly. Starting it through code causes this to happen.
Weird it works in a fresh project. The components still aren't active on revive also the first person objects script(not gameobject) isn't active either.
Im getting an error tho:
UnassignedReferenceException: The variable m_Animator of PunAnimatorMonitor has not been assigned.
You probably...