When two triggers set to destroy the same object are set off at different times, all event logic begins to stop working properly.
[Jmelt] Kurisu
As a map creator, using triggers to destroy objects that have already been destroyed severely messes up the game (meaning, if two triggers were told to Destroy the same object and were triggered at different times). The player wouldn't be able to respawn, or use pedestals, and the rest of the map logic would similarly not work. In earlier versions of the game this wasn't the case.
The project file:
As well as the world ID: wrld_1062214a-f594-40e8-9b57-e418e5e4047b
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Beanow
Judging by the logs I'm getting, this may be the underlying cause for another issue:
[Jmelt] Kurisu Could you point to where you're destroying the object multiple times?
Edit: nvm I asked that before looking at how comprehensive the world is xD I'll test this to see if this is similar to the above issue.
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Beanow
Can confirm this pretty much reproduces all the major issues from that thread. And I think it disrupts the photon session entirely.
You will see a lot of log spam like:
[Log:8/1/2018 9:50:53 AM] Deferring event of type SetGameObjectActive because dispatcher is unavailable.
Late joiners will also spawn in the floor and get kicked out of the instance after a few seconds. Probably related to this log line:
[Warning:8/1/2018 9:47:53 AM] Received RPC "SendPastEvents" for viewID 1 but this PhotonView does not exist! Was remote PV. Remote called. By: 2 Maybe GO was destroyed but RPC not cleaned up.
Note though. I found that using local destroy object the triggers only get bugged
locally
. There will be syncing issues, but you can still respawn and such. However, looking at my logs, when the master leaves the world a lot of objects get destroyed and it's replicated to everyone. So this may explain why the master leaving causes such havoc for me.Nice find! Hopefully this will get fixed really soon.
[Jmelt] Kurisu
Beanow: I've discovered that creating an action that doesn't have a defined object for that action to effect causes the same issue. Something as simple as having a SetGameObjectActive and leaving it blank will achieve the same effect.
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Beanow
[Jmelt] Kurisu: Excellent find sir! And makes sense, already destroyed objects would be very similar to leaving it empty.
Unfortunately it looks like I won't be able to avoid this bug though. Because having the master leave the instance causes an unspecified amount of objects to be destroyed outside of my control. Hoping it will help fix this fast :]