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Question by
Pandiux · Sep 15, 2012 at 08:39 PM ·
fpsnetworkinstantiationlobby
How to handle network instantiation between scenes?
Hey, so in my multiplayer FPS I've a lobby in which players connect to other players, and it all works correctly if all players are in the lobby when the game starts, but if a player connects I send him a load level message, which loads the level correctly, but that player that loaded the level doesn't see any other players as they were instantiated in the previous scene by the network and disappeared. How can I make it so they instantiate when the player finishes loading the level?.... Without needing to use DontDestroyOnLoad, thanks
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