Ok, allow me to say that I know that by default, any GameObject with a NetworkIdentity is switched off automatically if it is a scene object. My problem is getting them to actually re-enable themselves when the scene switches. I have two players waiting in a lobby where they use a button to ready up, and then they transition to the game scene where the scene objects only turn on for the host player. Any ideas? Here’s my button code:
public void PlayersReady()
{
if(player1.isLocalPlayer)
{
player1.readyToBegin = !player1.readyToBegin;
if(player1.readyToBegin)
{
player1.SendReadyToBeginMessage();
readyButton.image.overrideSprite = readySprite;
readyFrame1.enabled = true;
}
else
{
player1.SendNotReadyToBeginMessage();
readyButton.image.overrideSprite = notReadySprite;
readyFrame1.enabled = false;
}
}
if(player2.isLocalPlayer)
{
player2.readyToBegin = !player2.readyToBegin;
if(player2.readyToBegin)
{
player2.SendReadyToBeginMessage();
readyButton.image.overrideSprite = readySprite;
readyFrame2.enabled = true;
}
else
{
player2.SendNotReadyToBeginMessage();
readyButton.image.overrideSprite = notReadySprite;
readyFrame2.enabled = false;
}
}
As far as my Play Scene goes, NONE of my GameObjects with NetworkIdentites will load beside the player2 GameObject. My hypothesis is just that the the client cannot load as fast as the host player and just leaves the objects off. Not 100% sure though