When I add MultiplayerSynchronizer the host character spawns normally but the client character somehow spawns outside of level bounds (around 1k pixels on the X axis given that my screen and level are around 500pixels wide) and keeps falling, and both client and host are following the client camera. Once I close the client window the host camera returns to the proper player.
I didn’t use the course version of the camera setup, I just placed it in the player scene. It’s both easier and in prior projects I had trouble with camera positioning in low resolution settings if I change the position by code (the pixels visibly stutter) while if I just place it in player scene it works just fine.
Is it possible to make such a camera setup work for multiplayer? How do I change the active camera of a client?