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Question by CreatuRe64 · Apr 06 at 05:33 PM · unity 5multiplayerphotonmultiplayer-networking

Photon Instantiate Master vs. Local

Hi,

I have a question regarding Photon when instantiating players. The game is simple and only has 2 players, and when spawned it will be the master & local client

In the below code in the method SpawnAllTanks() each client is responsible for spawning their prefab.

My issue is that the m_Tanks array where I set the m_Instance will only ever be populated by the master as this code runs independently on both the master and the client.

Later on I need this array to determine the winner but as it stands I cannot use it because the array is not serialized over the network.

         private void Start()
         {
             view = GetComponent<PhotonView>();
 
             allPlayers = PhotonNetwork.PlayerList;
             foreach (Player p in allPlayers)
             {
                 if (p != PhotonNetwork.LocalPlayer)
                 {
                     myNumberInRoom = 0;
                 }
                 else
                 {
                     myNumberInRoom = 1;
                 }
             }
 
             // Create the delays so they only have to be made once.
             m_StartWait = new WaitForSeconds (m_StartDelay);
             m_EndWait = new WaitForSeconds (m_EndDelay);
 
             SpawnAllTanks();
 
             // Once the tanks have been created and the camera is using them as targets, start the game.
             if (PhotonNetwork.IsMasterClient)
             {
                 StartCoroutine(GameLoop());
 
             }
         }
 
 
         private void Update()
         {
             m_Players = GameObject.FindGameObjectsWithTag("Tank");
         }
 
 
         private void SpawnAllTanks()
         {
             // For all the tanks...
             // ... create them, set their player number and references needed for control.
             if (PhotonNetwork.LocalPlayer.CustomProperties.ContainsKey("playerAvatarPrefab"))
             {
                 GameObject shipToSpawn = m_TankPrefab[(int)PhotonNetwork.LocalPlayer.CustomProperties["playerAvatarPrefab"]];
                 m_Tanks[myNumberInRoom].m_Instance = 
                     PhotonNetwork.Instantiate(shipToSpawn.name, m_Tanks[myNumberInRoom].m_SpawnPoint.position, m_Tanks[myNumberInRoom].m_SpawnPoint.rotation) as GameObject;
 
                 m_Tanks[myNumberInRoom].m_PlayerNumber = myNumberInRoom + 1;
                 m_Tanks[myNumberInRoom].Setup();
             }
             else
             {
                 GameObject shipToSpawn = m_TankPrefab[0];
                 m_Tanks[myNumberInRoom].m_Instance = 
                     PhotonNetwork.Instantiate(shipToSpawn.name, m_Tanks[myNumberInRoom].m_SpawnPoint.position, m_Tanks[myNumberInRoom].m_SpawnPoint.rotation) as GameObject;
 
                 m_Tanks[myNumberInRoom].m_PlayerNumber = myNumberInRoom + 1;
                 m_Tanks[myNumberInRoom].Setup();
             }
 
         }

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