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Networked Objects not appearing on Client when Client loads scene first
I'm having an issue with object instantiation in my multiplayer game. The game layout is simple: Players enter a lobby and once everyone marks ready there is a countdown and the LobbyManager calls ServerChangeScene(gameScene) to load the game level. The problem is that on a lot of the loads all of the networked objects are not instantiating on the client. After a bit of playtesting I noticed that this seems to only happen when the client loads up the scene before the server - when the server loads first everything appears correctly and the game plays as it should. Is there a way to ensure the server loads first?
Some code for reference:
 public override void OnLobbyServerPlayersReady()
 {
     currentNumberTeam1 = 0;
     currentNumberTeam2 = 0;
     StartCoroutine(ServerCountdownCoroutine());
 }
 public IEnumerator ServerCountdownCoroutine()
 {
     float remainingTime = _matchStartCountdown;
     int floorTime = Mathf.FloorToInt(remainingTime);
     while (remainingTime > 0)
     {
         yield return null;
         remainingTime -= Time.deltaTime;
         int newFloorTime = Mathf.FloorToInt(remainingTime);
         if (newFloorTime != floorTime)
         {
             floorTime = newFloorTime;
             for (int i = 0; i < lobbySlots.Length; ++i)
             {
                 if (lobbySlots[i] != null)
                 {
                     (lobbySlots[i] as CharacterSelect).RpcUpdateCountdown(floorTime);
                 }
             }
         }
     }
     for (int i = 0; i < lobbySlots.Length; ++i)
     {
         if (lobbySlots[i] != null)
         {
             (lobbySlots[i] as CharacterSelect).RpcUpdateCountdown(0);
         }
     }
     
     ServerChangeScene(playScene);
 }
Thanks!
Answer by inconaks · Sep 07, 2016 at 06:34 PM
Setting minimum players in the lobby manager settings to the exact amount of players that will play did the trick for me.
Edit: it's not the case, it sometimes works and sometimes not.
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