Quantcast
Channel: Multiplayer
Viewing all articles
Browse latest Browse all 16796

NetworkMananager.ServerChangeScene fails to spawn client's player prefab ~50% of the time

$
0
0
Howdy again!

I recently tried to tie together a scene where our players pick their equipment and a scene where they actually do the playing. Once they've picked their equipment, they hit a confirm button and the server runs NetworkManager.ServerChangeScene. This is using the default implementation of the NetworkManager component, and a player object which is NOT set to DontDestroyOnLoad.

When each player changes scene in response to that NetworkManager call, roughly 50% will fail to spawn...

NetworkMananager.ServerChangeScene fails to spawn client's player prefab ~50% of the time

Viewing all articles
Browse latest Browse all 16796

Trending Articles



<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>