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Question by Sharan12 · Nov 01, 2014 at 02:55 PM · instantiatephoton

Photon Instantiate doesn't always work

I am trying to make a multiplayer game using photon networking. In my code i try using PhotonNetworking.Instantiate to instatiate a player in first person. Sometimes it instatiates , and sometimes it doesn't. How can i make it ALWAYS instantiate a player(deterministic)?

Here is my code

 using UnityEngine;
 using System.Collections;
 
 public class NetworkManager : MonoBehaviour
 {
 
     public Camera standbyCamera;
     PlayerSpot[] spots;
     // Use this for initialization
     void Start()
     {
         spots = GameObject.FindObjectsOfType<PlayerSpot>();
         foreach (PlayerSpot ss in spots)
             Debug.Log("Position " + ss.transform.position + "And rotation " + ss.transform.rotation);
         Connect();
     }
 
     /*
     // Update is called once per frame
     void Update () {
     
     }
     */
 
     void Connect()
     {
         //PhotonNetwork.ConnectToMaster there is no photonnetwork.connect
         PhotonNetwork.ConnectUsingSettings("FPS D.S 1.0");
 
     }
 
     // VELIKO O na pocetku
     void OnJoinedLobby()
     {
         //PhotonNetwork.JoinOrCreateRoom we could use this
         PhotonNetwork.JoinRandomRoom();
 
     }
 
     void OnGUI()
     {
         GUILayout.Label(PhotonNetwork.connectionStateDetailed.ToString());
     }
 
 
     void OnPhotonRandomJoinFailed()
     {
         //Debug.Log();
         PhotonNetwork.CreateRoom(null);
 
     }
 
     //http://doc.exitgames.com/en/pun/current/tutorials/tutorial-marco-polo#_Toc317517589
 
     void OnJoinedRoom()
     {
         Debug.Log("OnJoinedRoom");
         standbyCamera.enabled = false;
         
         PlayerSpot ss = spots[Random.Range(0, spots.Length)];
        
         //Quaternion unity google = http://docs.unity3d.com/ScriptReference/Quaternion.html
         Debug.Log("player info\n"+ss.transform.transform.name+" Position " + ss.transform.position + "And rotation " + ss.transform.rotation);
         GameObject myPlayer= PhotonNetwork.Instantiate("Mujo", ss.transform.position, ss.transform.rotation, ss.teamID);
         
         Debug.Log("PhotonInstantiate in onjoinedroom");
         //Instantiate(playerPrefab) just creates on our own pc not every one who is connected
 
         
     }
 }

Here it is instantiating (and me moving it backwards a bit) alt text

And here it is not instantiating (you can see the console and the logs the block completes) alt text

How can i make it work ?

I am using 4.5.5f1 unity and my mesh ground and building are made in blender 2.72.

fps_doesnt_work.jpg (301.7 kB)
fps_works.jpg (383.7 kB)
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avatar image Sharan12 · Nov 01, 2014 at 09:54 PM 0
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Solved!

The solution was to add PhotonNetwork.networkingPeer.SetReceivingEnabled (1, true); since groups need to be preregistered by the NetwokringPeer class and its hashtables

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