Hey, hoping anyone here might shed some light on a (probably very simple) problem I've got.
I'm building a multiplayer game. Hosts start a lobby where they wait for other players, which loads character select, stage select and then the game itself.
The foundation is code right from the multiplayer example, but with one change: When players join the lobby, that's where the 'Signalling' happens. This is where I've synced the player object "Ego". But there is no Ego on screen â€”Â it's only when players join the game layout that the Ego actually exists.
Just like in the multiplayer tutorial, there is one Ego in the game layout, which the host keeps and the peers destroy. But because the Ego isn't created when the peer connects, I have it being created when they arrive in the game layout (by sending a message to the host).
The strange problem: Peers are creating duplicates of the Egos. Sometime triplicates, meaning the host will have an Ego.Count of 2 and the peers will have 4 or 6. And in the browser console, this error appears (paraphrased): "Don't know which object aligns with NID 1"
Here is a screenshot of the code. Nothing else is included or runs in the game layout (apart from the Multiplayer > Sync Object > Ego done in the Lobby layout).
https://dl.dropboxusercontent.com/u/628 ... apture.JPG
I'm sure I'm making a very obvious mistake, and am too close to it to see my error. Any perspective would be great!