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TNet 3 Support / Re: Objects Instantiate with No Owner
« on: November 09, 2017, 01:22:26 AM »
Figured it out. So I was storing channel.id as a global variable in my TNEventReceiver-inherited class after I joined the channel, for convenience purposes I guess? This value was exposed and passed to my GameBuilder class on Awake. Evidently something was wrong with it however. Once I directly referenced TNManager.channel.id in the Instantiate calls directly they worked and created both player prefabs with the correct owners set.
But.. I haven't the slightest idea why this was the case. In my design the player can only ever connect to one channel at a time.
On that note, it would be a little easier/cleaner if we could pass the Channel object as a variable into the Instantiate method rather than the ID int.
But.. I haven't the slightest idea why this was the case. In my design the player can only ever connect to one channel at a time.
On that note, it would be a little easier/cleaner if we could pass the Channel object as a variable into the Instantiate method rather than the ID int.