Unity is giving warnings on all my -network synced- GameObjects when loading a new scene and crashes.
Short description:
- Multiplayer-Game is started from mainmenu with a 'mapcycle' wich is read from a txt-file.
- Each scene has a room.
- GameObjects are instantiated with PhotonNetwork.Instantiate
- and some with PhotonNetwork.InstantiateSceneObject...
- once the game is over the next scene will be loaded from room
It's working fine on a 64Bit System, but crashes on a 32Bit computer once the new scene gets loaded.
In Unity's Output.log appears:
PhotonNetwork.automaticallySyncScene = true;
is set in mainmenu and room.
And I use
PhotonNetwork.LoadLevel(scenename);
to load the scenes.
The question is: can these Warnings cause the crashes?
And how can I get rid of the Warnings?
Short description:
- Multiplayer-Game is started from mainmenu with a 'mapcycle' wich is read from a txt-file.
- Each scene has a room.
- GameObjects are instantiated with PhotonNetwork.Instantiate
- and some with PhotonNetwork.InstantiateSceneObject...
- once the game is over the next scene will be loaded from room
It's working fine on a 64Bit System, but crashes on a 32Bit computer once the new scene gets loaded.
In Unity's Output.log appears:
OnDestroy for PhotonView View (0)1 on GameObjectsName(Clone) (scene) but GO is still in instantiatedObjects. instantiationId: 1.
Use PhotonNetwork.Destroy(). Loading new scene caused this.
...
...
Crash!!!
PhotonNetwork.automaticallySyncScene = true;
is set in mainmenu and room.
And I use
PhotonNetwork.LoadLevel(scenename);
to load the scenes.
The question is: can these Warnings cause the crashes?
And how can I get rid of the Warnings?