Networking Aplication.LoadLevelAdditive Network Identity
[General Information]
I've begun upgrading my Unity 4 project to Unity 5.2.1f1 Personal, mainly replacing the old Network Views with the new Network Identity's and the like. The game randomly generates the scene on the server through a main scene, loading areas using Application.LoadLevelAdditive(). These sub scenes contain objects with Network Identity components.
When a client connects it is sent strings to identify which sub scenes to load in which positions. The objects in these sub scenes however do not have any way of syncing their Network Identity's with their equivalent on the server because each was created locally with Application.LoadLevelAdditive(). On client connect the game freezes entirely and logs the following errors:
HLAPI CRC channel count error local: 10 remote: 15
UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate()
Spawn scene object not found for x
UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate()
The second error is in the log countless times, where x represents a variety of integers. I assume these represent various objects with Network Identity's in said sub scenes.
[Question]
How would one go about syncing said components? Is there way way load levels additively consistently across the network? Any function like Network.LoadLevelAdditive?
Also, any tag suggestions would also be helpful as I did not know what to is relevant to this bug.
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