TNManager.JoinChannel(2, "", false, AiaVG_GameManager.netMaxNumPlayers, "", false);means TNManager.isHosting returns true, lastChannelID == 1.
TNManager.LoadLevel (2, "Adventuring");
TNManager.JoinChannel(2, "", false, AiaVG_GameManager.netMaxNumPlayers, "", true);means TNManager.isHosting returns false with lastChannelID == 0.
TNManager.LoadLevel (2, "Adventuring");
Any suggestions for how to do drop-in drop-out coop with a player selection screen (think Diablo 3 with its player selection while other players can be in a map) would be very appreciated!
Target.Host isn't working for you with the latest? Do you receive the ResponseSetHost packet telling you who the new host is?Seems to be working.
TNManager.LoadLevel (2, "Adventuring");The scene is loaded and new network objects are created in Channel 2. However, the already present Player and GameControl objects with fixed TN ids 1 through 10 are in channel 1.
I really don't recommend using static objects with a multi-scene setup. Consider simply having the first player instantiate an object in the explicit channel you need if that object doesn't already exist.Probably not a realistic option at this point. There's 18 months work around the current structure which was created before multiple channel subscriptions was a feature of TNet and it's not a feature my game will benefit from AFAICS.