void Start() { int playerCount = PhotonNetwork.CurrentRoom.PlayerCount; if (playerPrefab == null) { Debug.LogError("<Color=Red><a>Missing</a></Color> playerPrefab Reference. Please set it up in GameObject 'Game Manager'", this); } else { Debug.LogFormat("We are Instantiating LocalPlayer from {0}", Application.loadedLevelName); // we're in a room. spawn a character for the local player. it gets synced by using PhotonNetwork.Instantiate if (SimpleTeleport_NetworkVersion.LocalPlayerInstance == null) { Debug.LogFormat("We are Instantiating LocalPlayer from {0}", SceneManagerHelper.ActiveSceneName); // we're in a room. spawn a character for the local player. it gets synced by using PhotonNetwork.Instantiate object[] myCustomInitData = new object[] { playerCount - 1 }; GameObject player = PhotonNetwork.Instantiate(this.playerPrefab.name, new Vector3(Random.Range(-0.1f, 0.1f), 0f, -1f), Quaternion.identity, 0, myCustomInitData); //player.GetComponent<PlayerMetaData>().Type = playerCount-1; //player.transform.FindChild("Spaceship").GetComponent<SpriteRenderer>().sprite = spaceSrpites[playerCount-1]; //playerList.Add(player); player.GetComponent <PlayerManager>().inventory = (InventoryObject)InventoryObject.CreateInstance("InventoryObject"); player.GetComponent <PlayerManager>().inventory.savePath += "." + player.GetComponent <PhotonView>().ViewID; player.GetComponent <PlayerManager>().inventory.database = database; player.GetComponent <PlayerManager>().inventory.Create(); //itembar.GetComponent<DisplayInventory>().inventory = player.GetComponent<PlayerManager>().inventory; } else { Debug.LogFormat("Ignoring scene load for {0}", SceneManagerHelper.ActiveSceneName); } } }