From dc67e75a8158a9b902c6890d7059635376b8ff66 Mon Sep 17 00:00:00 2001 From: Fernando Cortez Date: Fri, 22 Mar 2024 13:58:38 -0400 Subject: [PATCH] using RpcTargetUse Temp since clientId may change frequently --- .../Utilities/SceneManagement/SceneLoaderWrapper.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Packages/com.unity.multiplayer.samples.coop/Utilities/SceneManagement/SceneLoaderWrapper.cs b/Packages/com.unity.multiplayer.samples.coop/Utilities/SceneManagement/SceneLoaderWrapper.cs index ccdee557d..8104ecb20 100644 --- a/Packages/com.unity.multiplayer.samples.coop/Utilities/SceneManagement/SceneLoaderWrapper.cs +++ b/Packages/com.unity.multiplayer.samples.coop/Utilities/SceneManagement/SceneLoaderWrapper.cs @@ -180,7 +180,7 @@ void OnSceneEvent(SceneEvent sceneEvent) if (NetworkManager.IsServer) { // Send client RPC to make sure the client stops the loading screen after the server handles what it needs to after the client finished synchronizing, for example character spawning done server side should still be hidden by loading screen. - ClientStopLoadingScreenRpc(RpcTarget.Group(new[] { sceneEvent.ClientId }, RpcTargetUse.Persistent)); + ClientStopLoadingScreenRpc(RpcTarget.Group(new[] { sceneEvent.ClientId }, RpcTargetUse.Temp)); } break; }