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Third Party Syncing Maps Across Network - PhotonPUN

Discussion in 'Multiplayer' started by Blenderite, Oct 14, 2014.

  1. Blenderite

    Blenderite

    Joined:
    Jul 30, 2013
    Posts:
    29
    I got a game that will have multiple maps, which of course must be synced for all the players.

    I tried PhotonNetwork.automaticallySyncScene = true;

    But that did nothing. What is the best way to go about this? Should I be instantiating the map instead of loading it as a scene? I have attempted to instantiate the maps, but I can not get the array to work correctly. It keeps telling me there is no array defined, even though it is clearly defined at the start of my script. I basically copied my spawn script, and then changed the parts specific to the spawning. No luck.

    I could really use some direction here. Thanks.
     
  2. Blenderite

    Blenderite

    Joined:
    Jul 30, 2013
    Posts:
    29
    Anything?
     
  3. tobiass

    tobiass

    Joined:
    Apr 7, 2009
    Posts:
    3,066
    Instantiating the map instead of loading it?
    Set PhotonNetwork.automaticallySyncScene = true in your client. Then use PhotonNetwork.LoadLevel() to load the scenes. Make sure the Master Client loads the scene - it has control what everyone should load.