Hi people. Me and my team are working in a college VR project, we’re pretty new in unity. We’re using GooglePlayGamesServices for the real-time multiplayer sync. We have a menu scene where we stablish connection between the players (only 2 for now), using CreateQuickGame(). If we try to broadcast a message, it works, as long as we stay in that scene. As soon as we change the scene, we get this log:
11-04 01:13:50.872 3108 3130 W Unity : Audio source is playing an ambisonic audio clip, but an ambisonic decoder could not be created successfully. Make sure an ambisonic decoder is selected in the audio settings.
11-04 01:13:50.872 3108 3130 W Unity :
11-04 01:13:50.872 3108 3130 W Unity : (Filename: Line: 1111)
11-04 01:13:50.872 3108 3130 W Unity :
11-04 01:13:51.423 3108 3130 I Unity : Could not recreate VR window because GfxDevice is in an invalid state (device lost)
11-04 01:13:51.423 3108 3130 I Unity :
11-04 01:13:51.423 3108 3130 I Unity : (Filename: Line: 901)
11-04 01:13:51.423 3108 3130 I Unity :
11-04 01:13:51.487 3108 3130 I Unity : [Play Games Plugin DLL] 11/04/17 1:13:51 -03:00 DEBUG: Application is pausing, which disconnects the RTMP client. Leaving room.
11-04 01:13:51.487 3108 3130 I Unity :
11-04 01:13:51.487 3108 3130 I Unity : (Filename: ./artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
11-04 01:13:51.487 3108 3130 I Unity :
11-04 01:13:51.488 3108 3130 I Unity : [Play Games Plugin DLL] 11/04/17 1:13:51 -03:00 DEBUG: Entering state: LeavingRoom
11-04 01:13:51.488 3108 3130 I Unity :
11-04 01:13:51.488 3108 3130 I Unity : (Filename: ./artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
11-04 01:13:51.488 3108 3130 I Unity :
11-04 01:13:51.905 3108 3130 I Unity : [Play Games Plugin DLL] 11/04/17 1:13:51 -03:00 DEBUG: Entering internal callback for InternalLeaveRoomCallback
11-04 01:13:51.905 3108 3130 I Unity :
11-04 01:13:51.905 3108 3130 I Unity : (Filename: ./artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
11-04 01:13:51.905 3108 3130 I Unity :
11-04 01:13:51.906 3108 3130 I Unity : [Play Games Plugin DLL] 11/04/17 1:13:51 -03:00 DEBUG: Entering state: ShutdownState
11-04 01:13:51.906 3108 3130 I Unity :
11-04 01:13:51.906 3108 3130 I Unity : (Filename: ./artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
11-04 01:13:51.906 3108 3130 I Unity :
11-04 01:13:51.906 3108 3130 I Unity : [Play Games Plugin DLL] 11/04/17 1:13:51 -03:00 DEBUG: ShutdownState.OnStateEntered: Defaulting to no-op.
11-04 01:13:51.906 3108 3130 I Unity :
11-04 01:13:51.906 3108 3130 I Unity : (Filename: ./artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
11-04 01:13:51.906 3108 3130 I Unity :
11-04 01:14:50.117 3108 3130 I Unity : Enviando mensaje: msj-enviado-a-marian
11-04 01:14:50.117 3108 3130 I Unity :
11-04 01:14:50.117 3108 3130 I Unity : (Filename: ./artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
11-04 01:14:50.117 3108 3130 I Unity :
11-04 01:14:50.175 3108 3130 I Unity : [Play Games Plugin DLL] 11/04/17 1:14:50 -03:00 DEBUG: ShutdownState.SendToApp: Defaulting to no-op.
11-04 01:14:50.175 3108 3130 I Unity :
11-04 01:14:50.175 3108 3130 I Unity : (Filename: ./artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
And any message we try to send from the other scene won’t be received by anyone.
The script that executes the message functions is called MultiplayerManager. It extends from RealTimeMultiplayerListener, and it seems to be persisting through scenes because we don’t get a null pointer exception when we do MultiplayerManager.Instance.SendMessage(“Message”). However, any connection seems to be lost when changing scenes. Do I need to do something else to keep the connection across different scenes? Thanks in advance.