I’m having some trouble with instantiating objects on the network. Currently using UFPS and Photon Networking to develop a indie zombie fps. My issue is when I (the master client) am in a server the zombie will be instantiated using PhotonNetwork.Instantiate, but when a non master client joins i cannot see the zombie which was previously instantiated, before the (non-master client) joined. How would I go about doing this so that the zombie(gameObject), will still be in the server even when the non-master client is not. At the moment, it works but it doesn’t save the zombies globally so that the object is there before i load the game as a non master client, it loads everything that is instantiated after join.
if (PhotonNetwork.isMasterClient) { Debug.Log("Spawning on the network"); PhotonNetwork.Instantiate(spawnObj.name, transform.position, transform.rotation, 0); }