I'm seeing a weird issue, and I'm not sure if there's something incorrect in my methodology.
Here's the situation
1) Player A starts a game as host (and also server)
2) Player A creates an object using TNManager.Create(RobotCharacterPrefab, position,rotation, false); (works)
3) Player B connects to game, and the TNManager.Create code is hit for the previous player's created object, with correct data (prefab, position, rotation)
4) Player B cannot see the object that player A created (Does not appear in hirearchy)
If I however have both players join the same game, and then create object, it works fine
Also, what is the fourth variable "persist" in TNManager.Create? Is is the same "Persist" idea where the object will only hang around if players are in the channel?
I'm at an impasse in this issue, and before I starting debugging the create code, I'm wondering if there's something obvious I'm missing
Thanks in advance