Closed personperhap closed 4 months ago
Oh cool! I trust the logic works OK, but maybe the static fields should be reset before this trigger stuff happens as I think ready
will never be false again after it's set atm?
Also could you set the build ID to INDEV in the Plugin.cs before this gets merged TY :)
Many scripted missions spawn the player immediately on start. If clients aren't able to enter the scene before the host does, they might not have a chance to spawn in with the host.
This delays both on spawn triggers and checkpoint triggers until all players are loaded into the scene