I think this is more a problem with my logic than anything else, so I'm looking for thoughts or tips here.
I've got a networked game going (again, this is not using Photon). In the main scene I have an object with an FSM to spawn a bunch of pickups randomly at various spawnpoints.
The way the manager is set up, after the scene loads, it does a "IsServer" test. If it's true, then it runs the spawn actions. If false, it ends. All good so far. Everyone can see the pickups.
The trouble is, since the manager is a scene element, for each subsequent player that joins and loads that scene, the "IsServer" test is run on each computer, and the one that is the server then goes through the whole process again, so you end up with multiple copies of the pickup at each place, one for each player that's joined.
I'm hoping this is just a problem with my sequence of events, but I won't be surprised if I have to do something completely different. I've seen a thread on here about Pool Manager, but I have no idea if it is network-capable. It looks like a good solution if it is.
Has anyone else done this that wouldn't mind sharing how or that could at least point me in the right direction?