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Question by
roskelld · Dec 02, 2016 at 06:15 PM ·
c#networkinginstantiatemultiplayerphoton
[Photon] Looking for example code for late joining clients syncing instantiated game objects that don't exist in the base scene
I'm looking at generating a scene in which players can join and leave at any point (next master client will take over control.)
Within the scene gameobjects will be spawned and destroyed at run time, so any late joining players will need to know how many objects, where they are, what the object's are, their state and then synchronize.
Does anyone have any example code or a link to some that will help me create this.
From my little experience so far it seems that it's fairly straight forward to sync objects that pre-exist, but not run time objects.
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