edit: this could be an issue in another script I’m using
I’m using PUN (free version).
After LeaveRoom()
is called, all the players and player owned objects get destroyed as expected, but
OnLeftRoom()
callback never gets called, and as a result, the player is stuck in the scene.
The script does something like this (and the class inherits from Photon.PunBehaviour
):
public void leaveRoom() {
PhotonNetwork.LeaveRoom();
}
public void OnLeftRoom() {
print("loading level");
PhotonNetwork.LoadLevel("MainMenu");
}
The bug only occurs when there’s two players in the room.
update: it seems we attempt to connect to master after d/c but it never succeeds and photon does not throw any errors
This was the output from the NetworkingPeer.DebugReturn(...)
member method.
Resending: CMD(5 c#:255 r/u: 67/0 st/r#/rt:68313/1/78313). times out after: 56 sent: 68313 now: 68375 rtt/var: 24/8 last recv: 16
UnityEngine.Debug:Log(Object)
NetworkingPeer:DebugReturn(DebugLevel, String) (at Assets/StoreAssets/Photon/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:1530)
ExitGames.Client.Photon.EnetPeer:SendOutgoingCommands()
ExitGames.Client.Photon.PhotonPeer:SendOutgoingCommands()
PhotonHandler:Update() (at Assets/StoreAssets/Photon/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:177)