void Start() { // this makes sure we can use PhotonNetwork.LoadLevel() on the master client and all clients in the same room sync their level automatically PhotonNetwork.automaticallySyncScene = true; // the following line checks if this client was just created (and not yet online). if so, we connect if (PhotonNetwork.connectionStateDetailed == ClientState.PeerCreated) { // Connect to the photon master-server. We use the settings saved in PhotonServerSettings (a .asset file in this project) PhotonNetwork.ConnectUsingSettings("0.9"); } // generate a name for this player, if none is assigned yet if (String.IsNullOrEmpty(PhotonNetwork.playerName)) { PhotonNetwork.playerName = "Guest" + Random.Range(1, 9999); } //Using to send message PhotonView = GetComponent <PhotonView>(); //Hide all panels UIAnimation.HideAll(); //Inisial first game state to show corect panel GameStateManager.ChangeGameState(GameState.Mainmenu); }