// Update is called once per frame void Update() { // if I'm the server, regulate gameplay events. if (PhotonNetwork.isMasterClient) { // if a new state has been assigned by the state machine // create and init new state, send message to clients to change states if (m_NextStateType != m_CurrentState.GetCurrentStateType()) { //Debug.Log("Server says: Changing state!"); photonView.RPC("SetGameplayState", PhotonTargets.Others, new object[] { (int)m_NextStateType, PhotonNetwork.time }); SetGameplayState((int)m_NextStateType, PhotonNetwork.time); } } // update correct state m_CurrentState.Update(); }