Hi,
I'm occasionally but not in all cases, getting a circumstance where a player will join a PUN room and usually the host - but sometimes not visible to other players too! - cannot see RemotePlayerCharactersPrefabs when the new players become instantiated. I also have massive issues from the other perspective where players are not seeing the updated position or appearance of players that have moved or changed appearance since their own instantiation occurred.
(Players can join the room at any time dropin-dropout, the Scene Itself it firstly loaded by the Master at the same time the room is created, so the scene acts like a physical room lobby or sorts.)
I've noticed this in editor as the NewJoinedPlayerPrefab pops in but is deactivated, so I can usually only check this from one of the players at a time in editor.
Also found in the SpawnManagerBase this section of code from around line 145ish where the newPlayer object is deactivated after instantiation with a note:
// Deactivate the character until the remote machine has the chance to create it. This will prevent the character from
// being active on the Master Client without being able to be controlled.
I'm wondering first of all how should I manage this issue?
Also despite that from the NewPlayer's perspective, he is now in the scene and has a functioning character though it isn't always visible to the master, sometimes to others as well - what is actually not occurring that causes this? I assume there is a function somewhere that must SetActive=true for these Playerobjects when there is a recognition that they have finally loaded their scene or joined the room or something?
I'm occasionally but not in all cases, getting a circumstance where a player will join a PUN room and usually the host - but sometimes not visible to other players too! - cannot see RemotePlayerCharactersPrefabs when the new players become instantiated. I also have massive issues from the other perspective where players are not seeing the updated position or appearance of players that have moved or changed appearance since their own instantiation occurred.
(Players can join the room at any time dropin-dropout, the Scene Itself it firstly loaded by the Master at the same time the room is created, so the scene acts like a physical room lobby or sorts.)
I've noticed this in editor as the NewJoinedPlayerPrefab pops in but is deactivated, so I can usually only check this from one of the players at a time in editor.
Also found in the SpawnManagerBase this section of code from around line 145ish where the newPlayer object is deactivated after instantiation with a note:
// Deactivate the character until the remote machine has the chance to create it. This will prevent the character from
// being active on the Master Client without being able to be controlled.
I'm wondering first of all how should I manage this issue?
Also despite that from the NewPlayer's perspective, he is now in the scene and has a functioning character though it isn't always visible to the master, sometimes to others as well - what is actually not occurring that causes this? I assume there is a function somewhere that must SetActive=true for these Playerobjects when there is a recognition that they have finally loaded their scene or joined the room or something?