Hello i have an issue dealing with scene management and networkManager.
My game is as follow :
HomeScene
(no network at all)LobbyScene
(NetworkManager
component is created but scene is loaded using SceneManager of Unity)GameScene
(usingNetworkManager.SceneManager.Load("GameScene", LoadSceneMode.Single)
- this works fine so far)EndGameScene
(usingSceneManager
of unity - this doesn't work)
From GameScene
(3) to EndGameScene
(4) i don't need the network because i need to allow players to exit the GameScene
without migrating all remaining players to EndGameScene
so i can't use the NetworkManager
to load the GamScene
The
EndGameScene
has no network since it's a UI recap only.If the
Host
finishes the game first, then the remaining players must be able to complete the game inGameScene
but the Host should see theEndGameScene
.If a
Client
finishes the game, then it must go inEndGameScene
and disappear from theGameScene
Currently with the documentation, i am unable to find a solution to do this simple use case.
- If i load the
EndGameScene
for a client, it's loaded on top of theGameScene
and messes up everything - If i load the
EndGameScene
on a host, it's loading fine theEndGameScene
but the clients are unable to finish the game inGameScene
.