I created a session manager script that instantiates the players in session,but when a players joins after other players, he can se the other players in the scene, but the players that were present in the room before the described player, A new player and photon view won't be instantiated This is my script :
void Start()
{
if (PhotonNetwork.IsConnectedAndReady)
{
if (PhotonNetwork.LocalPlayer.IsMasterClient)
{
PhotonNetwork.Instantiate(Path.Combine("PhotonPrefabs", "Player"), hostPosition.position,
Quaternion.identity);
}
else
{
Player[] players = PhotonNetwork.PlayerList;
int index = 0;
for (int a = 0; a < players.Length; a++)
{
if (players[a].ActorNumber == PhotonNetwork.LocalPlayer.ActorNumber)
{
index = a;
}
}
PhotonNetwork.Instantiate(Path.Combine("PhotonPrefabs", "Player"),
membersPositions[index].position, Quaternion.identity);
}
}
}
I tried just simplifying the code like this :
void Start(){
PhotonNetwork.Instantiate(Path.Combine("PhotonPrefabs", "Player"), hostPosition.position, Quaternion.identity);
}
but has no use, the results stayed the same, Has anyone encountered an issue like this ? I don't know how to solve this any more !