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I am using Photon Unity networking.

I am using the PhotonNetwork.Instantiate function to spawn players on local and remote devices (iOS and android). Newly connecting players automaticaly spawn at the remote device. My custom matchmaking ensures every client receives all the required data for starting the game and checks that total responses received (map received message sent back to master/host) available are equal to total number of remote players spawned.

This works in testing, but in production, rooms sometimes freeze instead of starting the game. For example, if 3 other clients are connected and only one network player spawned. I didn't destroy any player objects. Has anyone had this issue? How can I ensure all players have spawned? Is this because of the latency or clients' connection issues?

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closed as off-topic by Josh Petrie Aug 1 '14 at 15:19

This question appears to be off-topic. The users who voted to close gave this specific reason:

  • "Questions about debugging a problem in your project must present a concise selection of code and context so as to allow a reader to diagnose the issue without needing to read all of your code or to engage in extensive back-and-forth dialog. For more information, see this meta thread." – Josh Petrie
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