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Question by wangf18 · Apr 26, 2021 at 06:48 AM · multiplayerphotonscene-switchingsynchronization

How do I create an intermediate loading room in Photon?

I'm building a multiplayer game using Photon and I'm trying to create an intermediate waiting room scene, where players can run around while they wait for players to fill up the room (like Among Us).


The problem I'm having is my current configuration keeps instantiating an extra player when I reach my game scene because I'm not checking for the master client in the OnJoinedRoom callback. The master client will already be in the other scene and therefore my check would stop the scene from loading at all. I've tried combinations of SceneManager/PhotonNetwork and automaticallySyncScene = true/false.


Is there a way to do this without having to reload the same room every time? I don't want to re-instantiate the players. I'm building a multiplayer game using Photon, and I'm trying to build a scene where players can run around and wait until the room reaches the right amount of players (like Among Us).


I'm currently loading the scene in my OnJoinedRoom callback. I originally did it with PhotonNetwork.LoadLevel("Room") but, in doing so, I'm creating an extra instance of a character when I go to my game scene. I've tried variations of combinations of SceneManager vs PhotonNetwork to load and automaticallySyncScene = true and false. Nothing seems to have worked.


Is there a good way to implement this that I'm missing? (P.S. sorry about the weird formatting. This is my first question)

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