but if the second button set connected to true so that the choose level window appears, it only appears for a second and then goes back to the ServerDisconnectWindow? as if the button in the first part of code stay true or pushes itself
anyway any idea how this can happen… these are the only 2 parts where the connected bool gets changed.
ok so i found out that it’s because I reload the server level and destroy my multiplayerManager with this code attached. so i added a
void Awake() {
DontDestroyOnLoad(transform.gameObject);
}
but now i get a whole bunch of multiplayerManager objects on each load of a map, is there any DontLoadThisOnLoad?
edit: never mind this is not the way to go… i need to set my bools back to the state when i choose a level and need to keep my instantiated players on the clients… hmm maybe my levels and level mesh are called the same so i could remember the name of the loaded level and look for the gameobject with that name and just destroy that… lets try
please if some one could explain to me what happens here, i really suck at understanding these RPC…
wish i was could code for real instead of my clumsy copy/paste - trail and error way…