DARN...I thought I posted this a few days ago and when I returned to the browser tab there was an error message saying it had timed out and the message hadn't been sent. Sure hope you see this soon. I really need help on this one.
Hey Jean,
Thanks for your reply. Here's what I'm doing...
1. The Admin/Guide of the game signs on first with their name and passcode which when they click "Play" creates a lobby, then a room named with the string from the name/passcode. That activates a "Start Game" button which they only press after all the players have joined.
2. Player loads WebGL page and after title screen they click "Sign On" button which loads a sign on screen which asks for "Guide's Name," "Passcode" and their "First Name" and "Last Name." Only after they have filled in those inputs and chosen a spaceship sprite is the "Play" button activated.
3. When each player clicks "Play" they connect to the room after which they send an RPC to the Master with their Name.
4. When the Master receives the Player's name an Int counter assigns the name to a HashTable with the counter as the key.
5. When the Admin/Guide clicks "Start Game" all players change to the next scene.
NOTE: I have all the basics working including players can see each other's player sprites, moves, dice rolls, cards drawn.
I have tried to use the Photon Network Get Players Properties both in the initial connection scene and in the next scene. I'm doing it so that each player is getting their own properties and then I have a UI Text object which is updating every frame with the variables for the Actor Number and/or User ID. When I run this in the Unity Editor those variables update properly and are visible.
When I have created my WebGL builds the player properties are not visible though strangely in the browser developer console I can see the data is being received. Here is the message for the User ID:
Received your UserID from server. Updating local value to: f026aadd-25e2-4042-8e1c-c7d1cdd36b39
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)
Even though I'm creating my own Player Number when each player signs on I've realized I must have the User ID in order to deal with what happens when player leaves the game, is disconnected, etc.
I sure hope you have some ideas because I've been stuck on this for almost two weeks now and it's a showstopper.
MANY THANKS!!!