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I've made many corrections since this problem occured, and I don't have a versioning system Maybe someone will find a bug in my sync scenario, huh? Or maybe there is a workaround? Unfortunately, out of sync error leads to a disconnection from the Cloud and this error occurs *very* often.
![gilde 2 out of sync gilde 2 out of sync](https://atlanticcapitalbank.com/wp-content/uploads/2018/02/bigstock-Skyscrapers-With-Glass-Facade-162569261-798x533.jpg)
![gilde 2 out of sync gilde 2 out of sync](https://images-na.ssl-images-amazon.com/images/I/61ZoJhTjp8L._AC_SL1500_.jpg)
PhotonNetwork.isMessageQueueRunning = true Ĭlosing network menu means actual game start. PhotonView.RPC("OnRemoteGameStarted", PhotonTargets.Others, parameters) Inside the main scene there is a GO which has the following code: PhotonNetwork.isMessageQueueRunning = false Īpplication.LoadLevel("Main scene") When > 0 is true both players do the following: In the lobby scene player B joins the room and waits until > 0 In a lobbby scene player A creates a room and waits until > 0 My network scenario did not change since 1.15 and here it is: Actually, I'm getting the same error after updating PUN from 1.15 to 1.16.2.