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?