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Question by OmarDajani · Dec 23, 2018 at 07:58 AM · networkinginstantiatephoton

Why is Photon player being instantiated twice?

Hi Everyone,

I have a really quick question. The script is working except it instantiates the player twice and I cannot figure out why. Here is the outline of the script: 1) Waits until enough players join 2) Once enough players have joined a countdown from 5 seconds starts 3) All players are joined into a new multiplayer scene

I can't figure out why double of every player are being instantiated.

Thanks!

There are is no other game object with this script attached to it either.

Here is my script:

using Photon.Pun; using Photon.Realtime; using System.Collections; using System.Collections.Generic; using UnityEngine.SceneManagement; using UnityEngine; using System.IO;

public class PhotonRoom : MonoBehaviourPunCallbacks, IInRoomCallbacks {

 // Player settings
 private PhotonView PV;
 public Player [] players;
 public int playersInRoom;

 // Game settings
 private bool isGameLoaded = false;
 private bool doneLoading = false;
 private bool readyToStart = false;
 private int currentScene = 0;
 private int multiplayerScene = 1;

 // Count down
 private float countFrom = 6;

 void Awake () {
     DontDestroyOnLoad (this.gameObject);
 }

 private void Start () {
     PV = GetComponent<PhotonView> ();
 }

 public override void OnEnable () {
     base.OnEnable ();
     PhotonNetwork.AddCallbackTarget (this);
     SceneManager.sceneLoaded += OnSceneFinishedLoading;
 }

 public override void OnDisable () {
     base.OnDisable ();
     PhotonNetwork.AddCallbackTarget (this);
     SceneManager.sceneLoaded -= OnSceneFinishedLoading;
 }

 private void Update () {
     if (!isGameLoaded) {
         if (readyToStart) {
             Debug.Log ("Hit1");
             countFrom -= Time.deltaTime;
             Debug.Log ("Time left: " + countFrom);
         }
     }
     if (countFrom <= 0) {
         if (doneLoading == false) {
             StartGame ();
             doneLoading = true;
         }
     }
 }
   
 public override void OnJoinedRoom () {
     base.OnJoinedRoom ();
     players = PhotonNetwork.PlayerList;
     playersInRoom = players.Length;
     if (playersInRoom % 2 == 0) {
         readyToStart = true;
     }
     if (playersInRoom == PhotonNetwork.CurrentRoom.MaxPlayers) {
         if (!PhotonNetwork.IsMasterClient)
             return;
         PhotonNetwork.CurrentRoom.IsOpen = false;
     }
 }

 public override void OnPlayerEnteredRoom (Player newPlayer) {
     base.OnPlayerEnteredRoom (newPlayer);
     players = PhotonNetwork.PlayerList;
     playersInRoom++;
     if (playersInRoom % 2 == 0) {
         readyToStart = true;
     }
     if (playersInRoom >= PhotonNetwork.CurrentRoom.MaxPlayers) {
         if (!PhotonNetwork.IsMasterClient)
             return;
         PhotonNetwork.CurrentRoom.IsOpen = false;
     }
 }

 void StartGame () {
     isGameLoaded = true;
     if (!PhotonNetwork.IsMasterClient)
         return;
     PhotonNetwork.CurrentRoom.IsOpen = false;
     PhotonNetwork.LoadLevel(multiplayerScene); 
 }

 void OnSceneFinishedLoading (Scene scene, LoadSceneMode mode) {
     Debug.Log ("This was called");
     currentScene = scene.buildIndex;
     if (currentScene == multiplayerScene) {
         isGameLoaded = true;
         PV.RPC ("RPC_LoadedGameScene", RpcTarget.MasterClient);
     }
 }

 [PunRPC]
 private void RPC_LoadedGameScene () {
     Debug.Log ("Playerss in Room: " + playersInRoom);
     Debug.Log ("PlayerList.Length: " + PhotonNetwork.PlayerList.Length);
     if (playersInRoom == PhotonNetwork.PlayerList.Length) {
         PV.RPC ("RPC_CreatePlayer", RpcTarget.All);
     }
 }

 [PunRPC]
 private void RPC_CreatePlayer () {
     PhotonNetwork.Instantiate (Path.Combine ("PhotonPrefabs", "PhotonNetworkPlayer"), transform.position, Quaternion.identity, 0);
 }

}

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