I’ve been debugging some code for a couple hours now trying to get things to initialize properly when a player joins late, after things are going (ie: maybe got disconnected/dropped and is rejoining). Anyway what I realized is that the buffered events for the other players are all triggering as soon as the player connects, but I’ve not even loaded the level yet. Furthermore the player himself hasn’t even been created which I guess is because he’s also using network.instantiate, so he’ll end up at the end of the list which I can deal with, but I really need the level loaded. Any tricks to this, or do I have to rework how I’m doing everything? I’m thinking maybe I need to change the level load itself to an RPC call and issue something like RPC(“LoadLevel”, RPCMODE.Allbuffered), to ensure it’s the first thing in the list? Is this the right technique or is there anything else to recommend?
Thanks,
Larry