I have a player GameObject in a single player game.
At any time the player can choose to go to multiplayer mode.
When a player chooses to go to multiplayer mode his player stays at the same transform so no change is needed to the player.
Therefor I would like to now if there is a way to instantiate a player object on the network using photon networking without removing the player from the scene.
For example when I use:
PhotonNetwork.Instatiate(“Player”)
It just creates a copy of a prefab onto the scene.
I would like to know if there is a way to instantiate my player object onto the network using my current player object in the scene.