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Question by AxisRob · May 14, 2014 at 12:21 PM · networkloadlevelapplication.loadlevel

Network Level Loading Freezes Everything

Unity version 4.3.3f1

Long story short: I have two connected players playing a game.

Then I try to load like this:

The call is done by an RPC, and all the code executes perfectly up to this point: networkView.RPC("WinScreenGo", RPCMode.All);

 //
 //
     [RPC]
     void WinScreenGo()
     {
         Debug.Log("RPC Received");
         NetworkLevelLoader.Instance.Loadlevel("WinScreen");
     }
 
 public void Loadlevel(string levelName, int prefix = 0)
     {
         StopAllCoroutines();
         if (prefix == 0)
         {
             levelLoadPrefix++;
             prefix = levelLoadPrefix;
         }
         StartCoroutine(doLoadLevel(levelName, prefix));
     }
 
 IEnumerator doLoadLevel(string name, int prefix)
     {
         Network.SetSendingEnabled(0, false);
         Network.isMessageQueueRunning = false;
 
         Network.SetLevelPrefix(prefix);
         Application.LoadLevel(name);
         yield return null;
         yield return null;
 
         Network.isMessageQueueRunning = true;
         Network.SetSendingEnabled(0, true);
     }

It just straight up crashes. I tried to change the level that gets loaded, etc.

When I test with a debug log, I see that the " networkView.RPC("WinScreenGo", RPCMode.All);" gets loaded, but the next debug log doesn't even make it to the debugger before client and server freeze.

I've been stuck on this for weeks. Thoughts please?

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Answer by AxisRob · May 14, 2014 at 12:59 PM

Also, "WinScreen" is spelled correctly, and this method loads into the level the players play in without issue

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