I am using a development policy that may not be reliable and therefore can cause me great inconvenience in the future when my game is actually online and not on my local machine!
Please can enlighten me if I'm correct in being afraid of the next case?
First I update the player's properties
Soon after, I send an event with some related data
When this event is received by my players, I am confident that the custom properties of the player who posted this event, already been updated, and therefore I seek the references updated immediately upon receipt of the event.
My fear is that there may be the possibility of these properties will take longer to upgrade than the transport time of the event . There is this possibility?
Please can enlighten me if I'm correct in being afraid of the next case?
First I update the player's properties
PhotonNetwork.player.SetCustomProperties(data);
Soon after, I send an event with some related data
PhotonNetwork.RaiseEvent(evCode, evData, true, raiseOp);
When this event is received by my players, I am confident that the custom properties of the player who posted this event, already been updated, and therefore I seek the references updated immediately upon receipt of the event.
My fear is that there may be the possibility of these properties will take longer to upgrade than the transport time of the event . There is this possibility?