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Wait until slowest player loaded...
Hi all: I'm building a networked fighting game where one of the devices acts as server and the other as client (right now its just 1:1) - I connect the devices together in a Lobby scene, then once connected there is a short countdown and both trigger the load of the Fight scene. When I run this on the iPad and the Editor, both levels start around the same time. When I run this on iPad vs iPhone 4s, iPad starts first, then it takes 8-10 seconds for the level to finish loading on iPhone. The slow load happens on iPhone whether it is acting as server or not. I tried a few tricks with RPC to set a "everyoneloaded" variable and send it out to all players , but it makes no difference - the slowest device takes the longest to load and the other devices start the level already, even though I've told it not to start spawning until "everyoneloaded" is set to true. Does anyone know of a way to delay the start of the other level until all players are fully loaded?
Thanks...Chris
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