My team has been trying to use Photon Network to create multiplayer and we're coming upon a issue where when we load a test level/pre-game level with networking the first spawned killable player plane isn't acknowledging the world variables we have set up in a playmaker script. However when we have a second plane spawn, it will recognize them. If we delete the first one, the second one loses the connection and won't recognize the world variables for some reason. Is there a specific reason why the script wouldn't recognize then?
We have the LevelWaveSetting prefab set up with all the proper variables and stuff and in a normal single player instance it works just fine. It seems that the network loading causes issues or it's a timing issue. Does CGK have any issues with Photon that I may have missed or anything you can think of that may be the issue? The only thing I can think of is that I have to spawn the killable plane after everything else has loaded including the camera or the LevelWaveSetting needs to have a network script on it too.
We are currently trying to do the same thing. There are several problem with using CGK as is with multiplayer games.
1) Each client will spawn the stuff set up in Syncro spawners, making X times as many. 2) Pooling doesn't work. 3) Killables will try to take damage on each client. 4) World Variables are pretty much useless. 5) Probably some other issues as well. Haven't found them yet.
There is a line at the top of PoolBoss.cs that you can uncomment to fix 1-3, but #4 needs a custom solution. That line is this:
This is not supported and is pre-beta, but you can try it if you want. The reason World Variables are useless is because Killables are only destroyed on the client they were created on. In most cases that means player #1 gets all score and other WV from destroyed Killables, regardless of who killed it.
There's a couple other things that need to be done via code with this setup, like telling LevelSettings to Initialize after the first player has joined a room. So like I said this is unsupported and pre-beta. Basically you're on your own, but a few things have been taken care of.
I know you said that Photon stuff isn't supported but I figured I'd let you know. When you activate the Photon define in the script this error appears:
Assets/Plugins/DarkTonic/CoreGameKit/Scripts/PoolBoss/PoolBoss.cs(16,2): error CS0246: The type or namespace name `Photon' could not be found. Are you missing a using directive or an assembly reference?
At least there's a framework in place which makes me happy. Not sure what's causing it currently, a friend said he moved all the files to the main asset folder and it fixed it but I'm not getting the same result.