Currently, as long both players are in the same level, they can join each other.
However, Level Editor is problematic for a simple reason. Because what if a player has already made some of a level? To you, it will not appear.
The solution: On NetworkLevelEditor.Activate(), there should be a new RPC which sends the entire level to the other player. Since a level is binary-serializable (.wind) and by string, this shouldn't be a problem.
Of course, only the host (NetworkCommunicationController.IsServer()) should send the game state.
Currently, as long both players are in the same level, they can join each other. However, Level Editor is problematic for a simple reason. Because what if a player has already made some of a level? To you, it will not appear.
The solution: On
NetworkLevelEditor.Activate()
, there should be a new RPC which sends the entire level to the other player. Since a level is binary-serializable (.wind) and by string, this shouldn't be a problem. Of course, only the host (NetworkCommunicationController.IsServer()
) should send the game state.