I'm trying to load a multi-player level where the newly connected player will spawn to the newest checkpoint.
The level's events are all done through RPCMode.AllBuffer, including the activation of new check points.
My problem is that I Network.Instantiate my player on OnConnectedToServer(), and apparantly it runs before the Buffered RPC calls are processed.
The solution I'm thinking of is to Network.Instantiate the player only after the Buffered RPCs are all called (hence empty RPC queue), but am unable to achieve it.
Any advice/suggestions are very appreciated.