Hi,
I'm trying to figure out the best solution for handling the syncing of players when they join a game in progress. I've got calls using TNManager.Create to handle the creation of the players' characters, but creating the characters is dependent on the map objects in the scene to finish setting up first. Everything works fine for players that are connected prior to the game starting, since they're all waiting for the loading to complete before sending out the calls to spawn. The issue I'm running into is that it seems that for players that join after the game starts, all the queued spawn calls get executed as soon as the new player connects, regardless of whether the map has finished loading or not. This, naturally, causes problems with the spawning and synchronizing for the new players. I suppose one valid solution would be to put the spawning code in a coroutine that yields for the map setup, but I was wondering if there's some other flag or option in TNet to the effect of "don't process all these queued calls until ready"?