If a player joins the other player while he is on the levelendcutscene (so, dialogue happens in front of that gate), the client will skip that cutscene and load the next level.
Luckily, the game is fully functional, as in, when both players finish dialogue, the game continues as normal.
To fix this ugly (visual) desync, what needs to be done is call DontSkipAllDialogues not with a hacky timer.
Possible position is:
Start of Level (needs skipped dialogue)
End of Level (needs not-skipped dialogue)
Anywhere else (needs not-skipped dialogue)
So detect if start of level, and then skip or something. will certainly be used.
If a player joins the other player while he is on the levelendcutscene (so, dialogue happens in front of that gate), the client will skip that cutscene and load the next level. Luckily, the game is fully functional, as in, when both players finish dialogue, the game continues as normal.
To fix this ugly (visual) desync, what needs to be done is call DontSkipAllDialogues not with a hacky timer. Possible position is:
So detect if start of level, and then skip or something. will certainly be used.