This could be a question better suited for the Photon forums but I have an easier time understanding this stuff from a Playmaker perspective.
I've started networking my project recently. I originally started with Unity's functions via Playmaker with moderate success but before I got too far into that I decided to switch over to Photon as it will better suit my needs in the future.
I created a Photon account, everything is set up nicely, I've been able to create a room, join the room, instantiate my game objects all fine which also sync nicely as far as position/rotation (synced transform, not Vector3 variables)
My question is what exactly is the relationship between the Master Client and the other clients? For the life of me I can only get fsm variables to sync one way Master>Client, not vice versa. And yes, I have a Photon View observing the FSM. I even used the "Add Network Ready FSM" wizard to ensure it is setup properly.
The game I'm making is turn based with board game style mechanics. The players turn is decided by a sync'd Int variable. When the variable matches the players own value, their gui is activated allowing them to complete their actions. At the end of the turn, the INT get's added +1 and the next player is up. At the end of a full turn cycle, reset Int back to 1, rinse and repeat. There's a bit more going on but that's the basics of it, doesn't get much more simple.
I had this working perfectly using Unity's networking, the players were exchanging turns smoothly back and forth but for the life of me I can't sync the variables of the clients to the "master client", it's only a one way relationship. Clearly I am missing something about Photon.
Do I need to send RPC events to the master, have it update the variable which in turn syncs to the clients? Seems like a pointless extra step and this logic would give me fits through out the rest of the game.
Any insight would be appreciated.