Photon Networking PhotonTarget Options

The problem I am having is I have players connect to a server and create or join a game. After they create or join a game, they are sent to the game’s lobby. When they are instantiated they are assigned a role, hider or seeker. The problem, comes in when a player is instantiated before all the other players join the game, the number of seekers and hiders aren’t the same. I have tried to use PhotonTargets.AllBuffered and all it does ts double the number of seekers or hiders or by how many people are in the room. So if there is only 2 people, both seekers and hiders will be 2, instead of them both being 1 as they should be because there is only 2 players, not 4. Should I do something where it has to go through the master client? Keep in mind it also has to work also if they are in the room when the player is instantiated. I have tried most of the PhotonTargets and none of them seem to be doing what they should. Any help would be great!

I solved this. I just had to count the number of players with GameObject.FindGameObejctsWithTag(); then getting the length.