By following this FAQ and using OpRejoin(), I can now have player rejoin when they reconnect[/url].
However, there is a photonview duplicate id issue. I am instantiating some game objects using PhotonNetowrk.Instantiate() on the client. When player disconnects and their actor becomes inactive, these game objects don't get destroyed. When the a player rejoins the room, player tries to instantiate game object again then gets this error "PhotonView ID duplicate found". I am considering destroying these game objects when player's actor becomes inactive.
- Is there a way to destroy gameobjects when a player gets disconnected and become an inactive actor?
- Is there any suggestions to handle this in a different way?
Thanks
However, there is a photonview duplicate id issue. I am instantiating some game objects using PhotonNetowrk.Instantiate() on the client. When player disconnects and their actor becomes inactive, these game objects don't get destroyed. When the a player rejoins the room, player tries to instantiate game object again then gets this error "PhotonView ID duplicate found". I am considering destroying these game objects when player's actor becomes inactive.
- Is there a way to destroy gameobjects when a player gets disconnected and become an inactive actor?
- Is there any suggestions to handle this in a different way?
Thanks