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Question by FrozenDuck · Sep 02, 2021 at 01:42 PM · photonasynchronouslevel load

PUN cancels an ongoing async level load

I have a code that is supposed to send me to the next scene , except it gives me the error PUN cancels an ongoing async level load , as another scene should be loaded , Next scene to load: 3 , and there is no other scene that should be loades as far as i know , i even tried to make the game all over again a bit more refined but the same bug comes back to me

using Photon.Pun; using System.Collections; using System.Collections.Generic; using UnityEngine;

public class StartButton : MonoBehaviour { public GameObject Dice; PhotonView pv; public int[] Gamer; int n;

// Start is called before the first frame update void Start() { PhotonNetwork.AutomaticallySyncScene = true; pv = gameObject.GetComponent(); if (PhotonNetwork.IsMasterClient) { gameObject.GetComponent().enabled = true;

} else { gameObject.GetComponent().enabled = false; }

}

public void Starter() {

pv.RPC("Started", RpcTarget.All); }

[PunRPC] public void Started() { for (int i = 0; i < Dice.GetComponent().AmountOfGames; i++) {

Dice.GetComponent().Diced(); n = Random.Range(0, Gamer.Length);

if (PhotonNetwork.IsMasterClient) { if(n == 0) {

PhotonNetwork.LoadLevel(3); }

} else { return; }

}

} } ,I have a code that is supposed to send me to the next scene , except it gives me the error PUN cancels an ongoing async level load , as another scene should be loaded , Next scene to load: 3 , and there is no other scene that should be loades as far as i know , i even tried to make the game all over again a bit more refined but the same bug comes back to me (using Photon.Pun; using System.Collections; using System.Collections.Generic; using UnityEngine;

public class StartButton : MonoBehaviour { public GameObject Dice; PhotonView pv; public int[] Gamer; int n;

// Start is called before the first frame update void Start() { PhotonNetwork.AutomaticallySyncScene = true; pv = gameObject.GetComponent(); if (PhotonNetwork.IsMasterClient) { gameObject.GetComponent().enabled = true;

} else { gameObject.GetComponent().enabled = false; }

}

public void Starter() {

pv.RPC("Started", RpcTarget.All); }

[PunRPC] public void Started() { for (int i = 0; i < Dice.GetComponent().AmountOfGames; i++) {

Dice.GetComponent().Diced(); n = Random.Range(0, Gamer.Length);

if (PhotonNetwork.IsMasterClient) { if(n == 0) {

PhotonNetwork.LoadLevel(3); }

} else { return; }

}

} } )

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