#---------------------------------------------------------------------
7 messages · Page 1 of 1 (latest)
I just have a syncvar that updates every time someone joins a scene
Client already sends a Ready message after scene loading...override OnServerReady in network manager: you get a NetworkConnectionToClient param there to know which client.
Sidebar: Commands are reliable...no idea why you think they're not.
The reason the msg processor is suspended during loading is to prevent you getting a flood of errors for networked objects that the client doesn't have loaded yet.
If your scenes take so long as to require a progress bar, perhaps reconsider that architecture, perhaps with additive scene loading to bring in parts of the world as needed.
How to create a progress bar for all players, and only proceed when all players have finished loading.
I just covered this yesterday...click this -> #ð€help-archive message