in recent versions of PUN, a new bug is found in changing master client. consider this scenario:
1. actor 1 creates a room. scene has a GO with photonView that is owned by scene. so master client (actor 1) can controll it (photonView.isMine == true).
2. actor 2 joins the room. the GO photonView ownerId changed from 0 to 1 (due to feature LATE JOINING located in NetworkingPeer.cs line 4108)
3. masterClient changed from 1 to 2 on calling`PhotonNetwork.SetMasterClient()` by actor 1 or when actor 1 is inactive. now the GO photonView is not controlled by anyone. photonView.isMine == false for both actor. (the GO photonView ownerId that was changed to 1, will be kept 1 and not changed to 0).
If i commend LATE JOINING feature (NetworkingPeer.cs line 4108), all will be OK.
1. actor 1 creates a room. scene has a GO with photonView that is owned by scene. so master client (actor 1) can controll it (photonView.isMine == true).
2. actor 2 joins the room. the GO photonView ownerId changed from 0 to 1 (due to feature LATE JOINING located in NetworkingPeer.cs line 4108)
3. masterClient changed from 1 to 2 on calling`PhotonNetwork.SetMasterClient()` by actor 1 or when actor 1 is inactive. now the GO photonView is not controlled by anyone. photonView.isMine == false for both actor. (the GO photonView ownerId that was changed to 1, will be kept 1 and not changed to 0).
If i commend LATE JOINING feature (NetworkingPeer.cs line 4108), all will be OK.