A Bug with Photon Multiplayer..

Hey guys! Sorry in advance that I have posted recently (I find that taboo)
I am only new to networking & Multiplayer.
So I am having a problem with my Photon… Here is my Game Manager Script…
This script is held inside my main scene. So I have the hub Scene (Called MainMenu) and a game scene (Called MainGame)

//Game Manager Script
using UnityEngine;
using System.Collections;

public class GameManager : MonoBehaviour
{
    public GameObject Spawn;
    public Font _32Font;
    public Font _32Font2;

    public Font _16Font;
    public Font _16Font2;

    void onConnectionFail()
    {
        Application.LoadLevel("MainMenu");
    }

    public GameObject standbyCamera;
    int state = 0;

    void Start()
    {

    }

    void OnGUI()
    {
        GUIStyle MainStyle = new GUIStyle();
        MainStyle.font = _32Font;

        GUIStyle SecondaryStyle = new GUIStyle();
        SecondaryStyle.font = _16Font;
        switch (state)
        {
            case 0:
                GUI.Label(new Rect(0, 0, 200, 20), "There are currently " + PhotonNetwork.countOfPlayers + " Players playing", SecondaryStyle);

                if (GUI.Button(new Rect(60, 80, 200, 20), "Akali", MainStyle))
                {
                    SpawnPlayer("1");
                    state = 1;
                }

                if (GUI.Button(new Rect(60, 120, 200, 20), "Bloodseeker", MainStyle))
                {
                   
                }


                break;
            case 1:
                //InGame

                break;
        }

    }

    public void SpawnPlayer(string character)
    {
        Vector3 SpawnPos = new Vector3();
        SpawnPos.x = 252;
        SpawnPos.y = 3f;
        SpawnPos.z = 252;
        GameObject myPlayer = PhotonNetwork.Instantiate(character, SpawnPos, transform.rotation, 0);
        myPlayer.transform.position = SpawnPos;

        standbyCamera.SetActive(false);
        state = 1;
        SpawnPos.z = SpawnPos.z - 5;
        GameObject mobaCam = PhotonNetwork.Instantiate("MobaCam", SpawnPos, myPlayer.transform.rotation, 0);
        Follow mobaCamScript = mobaCam.GetComponent <Follow>();
        mobaCamScript.player = myPlayer;

    }
}

and here is my menu manager; the one inside the lobby/hub/MainMenu

//Menu Manager
using UnityEngine;
using System.Collections;

public class MenuManager : MonoBehaviour
{

    public int state = 0;
    public GUIStyle SubText;
    public GUIStyle Header;
    public string Version;

    public Font MainFont;
    public Font SecondFont;

    public string battleForgeLevelName;


    void Start()
    {

    }

    void OnFailedToConnectToPhoton()
    {
        state = 7;
    }

    void OnJoinedLobby()
    {
        state = 2;
    }

    void OnJoinedLobbyFailed()
    {
        state = 0;
    }

    void OnPhotonRandomJoinFailed()
    {
        PhotonNetwork.CreateRoom(null);
    }

    void OnJoinedRoom()
    {
        state = 4;
    }

    void OnGUI()
    {
        GUIStyle MainStyle = new GUIStyle();
        MainStyle.font = MainFont;

        GUIStyle SecondaryStyle = new GUIStyle();
        SecondaryStyle.font = SecondFont;
        switch (state)
        {
            case 0:
                // MENU

                //GUI.Label(new Rect(10, 10, 200, 30), "Welcome to Shadow's Reach", MainStyle);
                //GUI.Label(new Rect(10, 30, 200, 30), "Server Status: Online", MainStyle);
                //GUI.Label(new Rect(10, 50, 200, 30), "Current Version " + Version, MainStyle);


                    if (GUI.Button(new Rect((Screen.width / 2) - 25, (Screen.height / 2), 100, 30), "Start", MainStyle))
                    {
                        state = 1;
                        PhotonNetwork.ConnectUsingSettings("1.0");
                    }

                  if (GUI.Button(new Rect((Screen.width / 2) - 25, (Screen.height / 2) + 25, 100, 30),"Settings" , MainStyle))
                  {
                       state = 6;
                  }
                break;

            case 1:
                // Connect to Server

                GUI.Label(new Rect((Screen.width / 2) - 75, Screen.height / 2, 100, 40), "Connecting to Server...", MainStyle);

                break;

            case 2:
                if (GUI.Button(new Rect(10, 10, 100, 30), "Back", MainStyle))
                {
                    state = 0;
                }

                if (GUI.Button(new Rect((Screen.width / 2) - 100, (Screen.height / 2) - 40, 200, 30), "3V3 - Shadow's Summit", MainStyle))
                {
                    state = 3;
                    PhotonNetwork.JoinRandomRoom();
                }

                break;
            case 3:

                GUI.Label(new Rect((Screen.width / 2) - 100, Screen.height / 2, 100, 40), "Searching for Players...", MainStyle);

                break;
            case 4:
                //Game Found, Waiting for Full Lobby

                if (PhotonNetwork.playerList.Length == 1 & PhotonNetwork.isMasterClient == true)
                {
                    this.GetComponent<PhotonView>().RPC("StartGame", PhotonTargets.All);
                }

                break;
            case 5:
                // In-Game

                break;
            case 6:
                if (GUI.Button(new Rect(10, 10, 100, 30), "Back", MainStyle))
                {
                    state = 0;
                }
                if (AudioListener.volume == 0  && GUI.Button(new Rect((Screen.width / 2) - 25, 10, 60, 30), "Sound: Off", MainStyle)) {
                    AudioListener.volume = 1;
                }else if (AudioListener.volume != 0 &&  GUI.Button(new Rect((Screen.width / 2) - 25, 10, 60, 30), "Sound: On", MainStyle))
                {
                    AudioListener.volume = 0;
                }
                break;
            case 7:
                GUI.Label(new Rect((Screen.width / 2) - 75, Screen.height / 2, 100, 40), "Failed to connect to server..", MainStyle);
                GUI.Label(new Rect((Screen.width / 2) - 75, (Screen.height / 2) + 25, 100, 40), "Redirecting..", MainStyle);
                break;
        }

    }

    [PunRPC]
    public void StartGame()
    {
        state = 5;
        Application.LoadLevel("MainGame");
    }
}

so I am having 2 problems,

  1. When I join the MainGame Scene it says there is 2 audio listeners. I tried removing the audio listener from the camera I am instantiating and move it to another camera in game.

  2. When I join with 2 clients it sends 1 client to the game but glitches the other out and keeps it in the lobby scene when it tries to join, and spawns the player in the lobby. I dont know if it is just that I am using the same pc for two games or what…

bump

If you’re encountering problems with Photon you might have a better chance getting an answer from their official forums.

http://forum.photonengine.com/