PUN player spawn buffer?

I’ve just finished watching and implementing last years tutorial on Merry Fragmas, the PUN fps game. The host spawns in fine. The build can then join; here’s where it goes wrong:

Capsule (third person body of build instance) spawns in host(editor) instance; Serialization works fine and the host can see updates on the build instance’s position.
However, the build instance never spawns in host capsule. How do I code in a buffer as to where late joiners will spawn in older players?

I am mostly confused because I followed the tutorial and checked my code with the completed scripts and I don’t see any buffer code. Help?

Thanks

EDIT:
When I switch roles and have my build instance become the host, the editor instance now gets this warning message every frame the build instance moves:
Received OnSerialization for view ID 1001. We have no such PhotonView! Ignored this if you’re leaving a room. State: Joined

EDIT2:
After doing further research I think the problem is that the way the game flow works is that when a player starts a new room, the game level is loaded.
When a new player joins the room, they load that level as well.
I think that the new player is getting updates on spawning the old player in before the new level is loaded. How can I have it so that these messages are withheld until the room level is loaded.

EDIT3:
Resolved, PhotonNetwork.LoadLevel fixes the issue.

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Glad to see you found it :slight_smile:

Just as note: the “Unity Multiplayer” tag applies only to uNet, I think. I don’t mind and read the subjects but maybe that makes a distinction for some.