Topic: Photon Network slowdown
So I've managed to stitch together a "working" Photon implementation with the Network support of my UFE Bundle. Problem is that apparently there's a massive slowdown in the game while running on Photon. Even the countdown isn't updating each second, but each 3 more or less. The thing is, the fps is fine, both clients are running at 60fps. From what I can tell after some tests, it's the FixedUpdate of UFE that's taking too long, and apparently after checking if both players are ready is their IsReady. I can see that by using Debug.Log just before checking the bothReady boolean is true, and another Debug.Log inside that condition.
The Logging just before the condition is running almost 3 times more than the one inside, like this
If I select the option to use the normal P2P implementation everything works nicely.
Any help is welcome, I've been stuck on this for quite a while.
Update on the post below