Exception: cannot serialize(): PlacementPlane

Das sollte alles sagen oder ?
ich habe die klasse [System.Serializable] gemacht

Exception: cannot serialize(): PlacementPlane
ExitGames.Client.Photon.Protocol.Serialize (System.IO.MemoryStream dout, System.Object serObject, Boolean setType)
ExitGames.Client.Photon.Protocol.SerializeObjectArray (System.IO.MemoryStream dout, System.Object[] objects, Boolean setType)
ExitGames.Client.Photon.Protocol.Serialize (System.IO.MemoryStream dout, System.Object serObject, Boolean setType)
ExitGames.Client.Photon.Protocol.SerializeHashTable (System.IO.MemoryStream dout, ExitGames.Client.Photon.Hashtable serObject, Boolean setType)
ExitGames.Client.Photon.Protocol.Serialize (System.IO.MemoryStream dout, System.Object serObject, Boolean setType)
ExitGames.Client.Photon.Protocol.SerializeParameterTable (System.IO.MemoryStream memStream, System.Collections.Generic.Dictionary`2 parameters)
ExitGames.Client.Photon.Protocol.SerializeOperationRequest (System.IO.MemoryStream memStream, Byte operationCode, System.Collections.Generic.Dictionary`2 parameters, Boolean setType)
ExitGames.Client.Photon.EnetPeer.SerializeOperationToMessage (Byte opc, System.Collections.Generic.Dictionary`2 parameters, EgMessageType messageType, Boolean encrypt)
ExitGames.Client.Photon.EnetPeer.EnqueueOperation (System.Collections.Generic.Dictionary`2 parameters, Byte opCode, Boolean sendReliable, Byte channelId, Boolean encrypt, EgMessageType messageType)
ExitGames.Client.Photon.PeerBase.EnqueueOperation (System.Collections.Generic.Dictionary`2 parameters, Byte opCode, Boolean sendReliable, Byte channelId, Boolean encrypted)
ExitGames.Client.Photon.PhotonPeer.OpCustom (Byte customOpCode, System.Collections.Generic.Dictionary`2 customOpParameters, Boolean sendReliable, Byte channelId, Boolean encrypt)
LoadbalancingPeer.OpRaiseEvent (Byte eventCode, System.Object customEventContent, Boolean sendReliable, .RaiseEventOptions raiseEventOptions) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/LoadbalancingPeer.cs:496)
NetworkingPeer.OpRaiseEvent (Byte eventCode, System.Object customEventContent, Boolean sendReliable, .RaiseEventOptions raiseEventOptions) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:925)
NetworkingPeer.RPC (.PhotonView view, System.String methodName, PhotonTargets target, System.Object[] parameters) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:2797)
PhotonNetwork.RPC (.PhotonView view, System.String methodName, PhotonTargets target, System.Object[] parameters) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonNetwork.cs:2409)
PhotonView.RPC (System.String methodName, PhotonTargets target, System.Object[] parameters) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonView.cs:257)
Turret_MG_ORIGINAL.set_PlacePlane (.PlacementPlane value) (at Assets/EigeneAssests/Scritps/Turret_MG_ORIGINAL.cs:42)
Turret_Placement.Update () (at Assets/EigeneAssests/Scritps/Turret_Placement.cs:79)

Welche Klasse hast du serializable gemacht? PlacementPlane?
Hast du bei Photon gefragt ob die ein eigenes Serialisierungssystem benutzen?
Eventuell serialisiert deren Lösung nur bestimmte Typen, das können die dir dort aber eventuell besser sagen.

ja ich habe PlacementPlane Serializable gemacht.
Ich glaube es liegt eher das die Planes nicht beim Starten über PhotonNetwork Initialisiert werden. Sie liegen schon auf der Scene. Ich schau mal ob ich bei Photon jemanden ran kriege der das weiß.