When i set simple mode on true it shows me a runtime error (when i have more then 2 instances open), on false it doesn't. I could work with false mode if only i knew how to sync variables :/
It does show me logged in on the other client until i hit OK and then it logs out again
I notice that this happens when i both have a the players in the GMS object set. (obj_player & obj_other_player). This does not happen when i sync other instances other then the normal players.
AH! i found it, it has something to do with depth, i used the false simple mode and did everything manually, then i discovered that the depth causes an issue!
By that i mean that when the simple mode syncs the depth it causes an issue sometimes leaving a runtime error.
Is there also a way to have objects sync automatically when they join with other objects when you join the same room? i noticed that it creates the player but until you make an object that you sync everything only gets synced from that point on (x,y, other variables, etc.)
Ah, I see. Does the error occur when using the all-version as well?
Only instances synced with is_full are sent to other players when changing rooms. Instances synced with is_onetime or is_extended are not stored on the server, so they can't be sent.
Well the fact is that its created before the room even switched. And i think its on is_onetime. When i join the game it synced, but then it stops for a second, then it syncs after an object is only created.
Here you can see it only syncs when the player objects are synced when the synced object that they make is creating on both clients. How to resolve this?
Please make a memory-dump when the game crashes by opening task manager, right clicking on the process, and selecting "Create Dump File". If you mail that file to me I'll be able to see where the game is crashing, and fix it.