Update 2: New Map, 3 New Classes, New Dynamic Team Chooser, New Dynamic Team Colors, and more!
Hello everyone! Welcome to update 2! 
I’ve been working on several of these features for multiple days, and probably spent the most time on the dynamic team chooser/colors. Let’s get into it! We’ll go over my second favorite feature I’ve added, the dynamic team colors and team chooser. Firstly, the room creation has 2 new features added. First being the teams, second being the ability to add maps to the map list without lifting a finger(metaphor):
New team chooser, basically there are 2 team options. Team 1 is the left button, Team 2 is the right button. When the game starts the colors on opposite sides of the map will sync correctly depending on what teams you chose, as well as their names.
Example of the new teams, team 1, Morphos, will be facing team 2, Foxtrot.
And the new map chooser, I made a map script that allows you to define the maps properties, such as map ID/name so the game can load it, allowed gamemodes on that map(not implemented YET–gamemodes will be the next thing I work on), as well as the recommended amount of players. You click on the map icon in the top left to change the map.
The map script:

The logic behind it is that when you create a new map, you create a new map ‘tab’ and assign the map script to it(or duplicate the prexisiting one which is easier, then just change the values). You then add the scene to the build settings, then take it’s ‘id’ shown on the side, and put the mapID to that. Or you can change the mapName to be the name of the scene, I usually do both to be safe but it can load either one.
Then, the button you actually click to select a different map has it’s own map script, which is actually where the info comes from to load the map you selected. Each time you select a new map it changes the buttons map script to those values, including the image, name, id, etc. It then takes the button’s id/name and creates the room with that level.
(note: new map will be shown in a video sooner later)
This is what the team chooser is like in game. Chose Team Naxuum vs Team Talisum? Then you got yourself 2 sides with those colors, yellow and purple.
Chose Team Morphos vs Team Forest? Red vs Green! This is an amazing feature as I literally don’t have to do anything fancy to make it happen. There’s this script which handles it all, I attach this to objects I want to be a certain team color. Then when the room loads the master client sends an RPC to everyone that sets the colors. This is the script for the colors: (btw the team materials are assigned at the start of the room by the manager using custom room properties, basically takes team 1’s “matName” as well as team 2’s and loads them from resources and then puts them in a custom variable so I don’t have to load them each time I want to use them)

Also, here’s the team script:

What’s great about the map and team scripts is all I have to do is assign some variables, add them to the list and boom the game takes care of the rest. Pretty neat and efficient!
A little note, I also redid the spawning entirely. My problem before was that I was connecting to Photon’s servers, and then connecting to the only room directly in the level scene. This posed a huge problem when I made the menu, as all I needed to do now was to connect to the newly made room. This new method is also 100x more efficient and faster than what I was doing originally, which is very good! (the new spawning manager has over 240+ lines of code currently, and will be exceeding 500 soon as I’m going to add more functions).
Next, new classes!
Classes were fairly straight forward, the same thing as the map selector. A made a class script:

Then I have a string that is what the manager uses to create the players, as each different class is a different prefab. I take the “loadName” which is usually MODEL_PLAYER_CLASSNAME. It then loads the prefab with that name from resources.
Here’s the window for choosing a class: (images will be added soon!)
Assault is your generic assault rifle class, Rusher is a slightly more difficult class with a shotgun, Operator is a CQB class which has a super fast gun with little damage and decent amounts of energy consumption, and Protector–we’ll get to him soon. 
On a side note a found a free glow shader that looks BEAUTIFUL, especially since it’s the look I’m going for. Although I found it can lag quite a bit on lower end machines, so for right now there won’t be any glowey stuff. I’ll add an option for it when I add the options menu(and pause menu). Here’s a demo scene from the glow shader: (called MK Glow System)
Now that I think about it maybe the mobile shaders won’t lag on lower end PC’s because well, they’re optimized for mobile.
Lastly, my favorite feature I’ve added in the past few days–the new class, Protector.
Why do I love this class so much? Look at his weapons and his mask in the picture above. He’s a support class, and isn’t very powerful, but when he gets his drop shield he will be an essential asset for capturing and point, or defending a point. I honestly freakin love the gas mask, it just looks so cool. Plus his dual pistols, which also play and animation depending on an int (0 = play left shoot 1 = play right shoot). I’m also planning to add visual laser shots, so that should be cool.
Bit of a teaser for what’s to come…