Hello, at 17:20, I suggest that the variable 'isContained' should be placed inside the first foreach loop, at line 58, to reset its value to false for each iteration.
JoinRoom function inside of "SessionListEntry" doesn't seem to be working properly. Connecting to the room seems to be fine but actually joining the scene seems to be the issue. Is it worth calling "SceneManager.LoadScene" inside this function? Though shouldnt clicking the Join button call the "OnPlayerJoined" function inside the NetworkManager therefore connecting to the scene?
The NetworkRunner doesn't store data like that. It only stores what you Instantiate as the PlayerObject. But, you're playerobject can have a script on it, where you network sync variables like 'PlayerName.'
Thank you for the video! I have a question. If I update the list in the 'NetworkManager' static class, won't it be uselessly updated even when I'm playing the game?
Sir how i can transfer the host in fusion2, actually when host leave the session then actually it destroy the session but i want that transfer host to other player if any other player joined the room so how can we do this?
@@PhilipHerlitz thanks for answer but why fusion2 have not this type of functionalities even PUN have all this type of functionalities.... Even fusion2 is a latest but why they make it complex
@@PhilipHerlitz and if i want to make a game like teen pati, so player want join new room after some time, so first leave room so in fusion2 is it not possible to leave room without destroying all stuff, so it is not best way.... So give me best way to create game like teen pati where player can join room and leave room easily
@@bigbossreview1228 What I do in my games, players don't know they are being disconnected. I just do it, and reconnet them to lobby, and then show in UI the rooms they can connect to. Its a couple more steps from a developer stand point, but from the player's perspective, they shouldn't know any difference.
Please create a video on Rejoining a session,from a position where you left.
Hello, at 17:20, I suggest that the variable 'isContained' should be placed inside the first foreach loop, at line 58, to reset its value to false for each iteration.
JoinRoom function inside of "SessionListEntry" doesn't seem to be working properly. Connecting to the room seems to be fine but actually joining the scene seems to be the issue. Is it worth calling "SceneManager.LoadScene" inside this function? Though shouldnt clicking the Join button call the "OnPlayerJoined" function inside the NetworkManager therefore connecting to the scene?
Hello I Have Question How I Can Give A Name to Local Player In Fusion 2, In Pun2 We Go LocalPlayer.NickName = name , But in fusion2 What we can do
The NetworkRunner doesn't store data like that. It only stores what you Instantiate as the PlayerObject. But, you're playerobject can have a script on it, where you network sync variables like 'PlayerName.'
Thank you for the video! I have a question.
If I update the list in the 'NetworkManager' static class, won't it be uselessly updated even when I'm playing the game?
Sir how i can transfer the host in fusion2, actually when host leave the session then actually it destroy the session but i want that transfer host to other player if any other player joined the room so how can we do this?
If you are using GameMode.Shared, this is called the 'MasterClient' and it happens automatically.
No uploads in a while what happened?
Day job. Trying to hit some deadlines. Working on an Apple Vision Pro app right now.
@@PhilipHerlitz thats good to hear you're alright 😀
hello sir how can i leave a session, and still i will be in lobby in fusion2 ?
You can’t. It’s impossible. You have to destroy all Fusion stuff and start over.
@@PhilipHerlitz thanks for answer but why fusion2 have not this type of functionalities even PUN have all this type of functionalities.... Even fusion2 is a latest but why they make it complex
@@PhilipHerlitz and if i want to make a game like teen pati, so player want join new room after some time, so first leave room so in fusion2 is it not possible to leave room without destroying all stuff, so it is not best way.... So give me best way to create game like teen pati where player can join room and leave room easily
@@bigbossreview1228 What I do in my games, players don't know they are being disconnected. I just do it, and reconnet them to lobby, and then show in UI the rooms they can connect to. Its a couple more steps from a developer stand point, but from the player's perspective, they shouldn't know any difference.
hello i can i set max player in this?
Yes. In the StartGame arguments, or in the Realtime settings you can set the defaults.
it does not work for me and i cant click the button