1/ i am not really aware of "playerprefs" could you point me a place where i could learn about, i am not sure those are used in the "worker demo"
no I was just pointing that you can think of room properties like PlayerPrefs, they persists, that's all.
2/ You say : "when a door is created" , actually my doors aren't instantiated, those a prefabs, part of the level. Is that a mistake ?
no that's fine, cause you only need to save a property int he room, which can be done from non networked objects, so your door simply sets a property of the room it is currently in ( de facto because your player is in the room, so everything inside the hierarchy can be safely considering it's in a room)
3/ When you talk about door unique ID, you mean through the photo view ?
nop, you decide of the id situation, you would simply create an fsm with a string "id", and simply use that to construct the property for example: "Door "+id
4/ So, What you suggest is for each door a state which : set room custom properties to an eventually : "Door x opened" , and re-use this info at level loading ?
yep, that's right. and your door can listen to the JOINED ROOM event or "ROOM PROPERTY CHANGED" event and adjust accordingly everytime.
if you have details exemple to follow about room properties, let me know please.
i am actually learning PUN, i get a lot of success, my game run nicely, but if what you just said make total sens, i admit i am actually lost at doing it. :s
I'll let you carry on experimenting with this a bit, and next week if you still can't get anywhere, I'll make a scene showing this. I am just running late this week, so please bump me next week and I'll work on it. thanks
Bye,
Jean